ZD writes: One of the first notable things about Skyward Sword’s overworld — even the developers advertised this — was its dungeon-like design. It was compartmentalized, claustrophobic, and packed with puzzles and action at every turn. There was little room for passivity; the sailing and open fields of past 3D Zelda games gave way to a more frantic but more focused approach. By no means was this approach better, but it fit both the tone and the gameplay choices that pervaded all of Skyward Sword, and is a product of skillful design. It also allowed the plot to unfold gradually within the constantly developing world and encouraged new ways to play that still felt familiar.