FROM JASON’S WALLET — Got the boomerang. It was probably the coolest DS stylus mechanic ever.
Then came the grappling hook. Even the mighty boomerang was outclassed.
Sailed all four sea maps. Visited and cleared all the islands. Got all the ship parts worth the time. Fishing was fun. Defeated the stupid bosses. Ghost ship schmost… uh, schmip. Zelda was fun from start to finish. But that’s where the fun ended.
There is no post-game content and absolutely no replay value to The Legend of Zelda: Phantom Hourglass. There are no puzzles worth going back to solve. Baddies throughout the maps have become trivial to beat.
The one thing that I would like to fight again — the Ancient Stone Soldier — can’t be revisited. Having the hammer/mallet is almost a worthless end-game bonus.
The one (barely worthwhile) thing left is multiplayer, which isn’t saying much. After playing through Oshus’ temple so many times throughout the course of the main game, I have little desire to go back and endlessly repeat the same avoid-the-Noid-type gameplay on the WFC.
Why does it have to be this way? Why can’t Zelda take a queue from Pokemon, which added another 10-12 hours of gameplay and collecting after the “end” of the game? Or from Castlevania: Dawn of Sorrow, which gave me a new player and different, more arcade-ish skills to hone on Julius Mode?
So even though it is one of the games I have overall most enjoyed playing this year, it looks as though I will be toting Phantom Hourglass in to GameStop. According to their web site, they’re willing to give me $17 for it.
Maybe I’ll get rid of Elite Beat Agents at the same time, now that the songs are staler than a trip to Merkay Island.