It’s also thematically befitting, as Link himself is also caught between 2D and 3D. With the slider up, it comes into its own visually. That said, Between Worlds boasts the same masterful use of 3D as Nintendo’s other best 3DS games, from Luigi’s Mansion to Super Mario 3D Land. The Past’s top-down 2D style translates well into 3D, but it’s a straight visual upgrade rather than a statement, like Wind Waker’s cel-shading or Skyward Sword’s beautifully daubed, impressionist feel. This retro aesthetic - halfway between SNES-era sprites and modern 3D - is a strange mix, and once the initial nostalgia has worn off it loses some of its impact. ![]() You really can set out, tools in hand, and explore in whichever direction you choose. ![]() It’s a small change that has huge repercussions, freeing you from a set path of progression and imbuing Between Worlds with a liberating sense of adventure and discovery that’s lacking in, say, Spirit Tracks and Skyward Sword. The bombs, boomerangs, bows and other items that make up your adventurer’s toolkit - secreted since the series’ origins in chests deep within dungeons (which have to be completed in a certain order) - are now available to rent and use almost from the beginning, courtesy of an enthusiastic chap in a purple rabbit hat.
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