Did I just hear “Hey, listen!"?
Phantom Hourglass looks like Wind Waker, it sounds like Wind Waker, but it certainly feels different. The touch screen reinvents the gameplay to such an extent that past experience with the Zelda series does not count for very much. This is thanks to the direct interaction with the environment that the touch screen offers. Everything is stylus-driven, and having only one input means that many of Link's signature moves have changed.
The simple addition of being able to make notes on the maps changes the nature of the puzzles and allows for clues to be found from many different locations and then combined to give the answer. Drawing on the map can be required to solve a puzzle. Maps cover small areas so they never become overcrowded with too many scribbles. Link's avatar is present on the map at all times, so it is easy to mark your current location and remember that something significant is there. Dungeon exploration is tougher, since nothing differentiates visited rooms from unvisited until you realise you can just add this information yourself. Annotating the map is useful, enjoyable, and often essential.
Combat controls become easier most of the time, as you are just tapping wherever you want to aim. Link will automatically walk up to the right place to begin striking with the sword. However, the single input of the touch screen does mean that it is no longer possible to use some of the items while moving. For example, you cannot walk and throw the boomerang at the same time, which results in difficulty sometimes in avoiding the line of fire.
The overall presentation is stunning. The seas are blue, Link's eyeballs are huge, and everything looks perfectly crafted. From the very beginning, you are drawn into the story with delightfully crafted characters. Link's lack of dialogue in cut-scenes does stand out a bit, but now we know that three shakes of the fist means “Ghost Ship" in his version of sign language.
There's a certain area of the game that is enough to add mixed feelings in this initial play. It's a temple. A horrible, horrible temple. This rather uncharacteristic dungeon is quite the polar opposite of an adventure. Time limits and stealth are what the Phantom Hourglass represents, and this discourages exploration, which is what adventure games are all about. Not to mention having to start all over again if you die, run out of time, or just give up. Fortunately, the torment does end, and you are free to resume the rest of the game as if it never happened. These parts of the game should in theory only last for minutes and happen only infrequently, so perhaps some semblance of enjoyment could be extracted. Personally, due to my gaming preferences, I find these sections intolerable.
Phantom Hourglass is quite unlike the other games in the series. It is definitely a fresh experience even for those who have played a lot of the other games. The same rules do not necessarily apply, so watch out and keep taking notes.