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It occurs to me that the DS school of Zelda design has a much clearer dichotomy concerning the overworld vs. towns and dungeons. In a sense, it caan be taken as two entirely separate game modes: one in which you play a traditional Zelda game and one in which you play something sort of like Star Fox in 360 degrees.

I like how Spirit Tracks improves on this game mode over Phantom Hourglass. I find myself changing course constantly, shooting enemies and looking for secrets, going down different paths to discover what I can discover. It's really kind of thrilling.