The Legend of Zelda: Phantom Hourglass
About This Game
When I first played The Legend of Zelda: Phantom Hourglass on the Nintendo DS, I wasn’t sure how I’d feel about a Zelda game controlled almost entirely with the stylus. After spending hours exploring islands, solving puzzles, and sailing across the sea, I can honestly say it became one of the most unique Zelda experiences I’ve had—flawed in some areas, but incredibly creative in others.
Phantom Hourglass serves as a direct sequel to The Wind Waker, and it keeps that same bright, cel-shaded art style. Even on the DS’s smaller screen, the visuals are vibrant and expressive. Link’s animations are smooth and full of personality, and the world feels lively despite the hardware limitations. From the moment you set sail, there’s a sense of adventure that’s unmistakably Zelda.
The most noticeable difference is the control scheme. Instead of using traditional button-based movement, everything is handled with the stylus. You tap where you want Link to move, swipe to roll, and draw paths for boomerang throws. At first, it felt strange—I instinctively wanted to use the D-pad. But after about an hour, the controls started to feel natural. Drawing a path for the boomerang to hit multiple switches in one throw is especially satisfying and something that wouldn’t work as smoothly with traditional controls.
Sailing plays a central role in the game. You chart courses on your sea map by physically drawing the path your ship will follow. This mechanic gives a real sense of involvement, almost like you’re plotting a real voyage. Discovering new islands, encountering enemy ships, and uncovering secrets kept exploration engaging. However, sailing can sometimes feel slower than I’d like, especially when revisiting areas.
One of the most memorable aspects of Phantom Hourglass is the Temple of the Ocean King. This central dungeon is revisited multiple times throughout the game. Each time you return, you have more tools and abilities, allowing you to access previously unreachable areas. The twist is the time limit mechanic—you can only stay inside safely for a limited duration unless you find special safe zones. This creates tension and encourages efficiency.
Personally, I had mixed feelings about this dungeon. On one hand, I appreciated the design and the sense of mastery as I learned shortcuts and optimized my routes. On the other hand, repeatedly revisiting the same environment could feel repetitive. Still, the tension of avoiding invincible Phantoms patrolling the halls always kept me alert.
The puzzles are classic Zelda quality. Many make clever use of the DS hardware. One puzzle even requires you to close the DS system to transfer a map imprint between screens—something that genuinely surprised me the first time. These creative uses of hardware made the experience feel fresh and tailored specifically for the DS.
Combat is streamlined but satisfying. Tapping enemies to attack or drawing quick slashes feels responsive. Boss fights are particularly strong, often requiring specific stylus-based strategies. Each major encounter feels distinct and well-designed.
The soundtrack carries the adventurous spirit of the series, even though the DS audio hardware limits its depth compared to console entries. Themes are catchy and memorable, reinforcing the light yet epic tone of the game.
If there’s a weakness, it’s that Phantom Hourglass feels slightly more compact than traditional console Zelda games. The world, while charming, isn’t as expansive as some players might expect. Additionally, the reliance on touch controls might not appeal to everyone.
Still, what stands out most is how boldly experimental this game feels. Instead of simply adapting traditional Zelda mechanics to handheld form, it reimagines them around the DS’s strengths. That risk pays off more often than not.
In the end, playing Phantom Hourglass felt like carrying a full-scale Zelda adventure in my pocket—creative, charming, and occasionally frustrating, but ultimately memorable and uniquely satisfying.

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