The game alternates
between an overworld — web - swinging about the New York skyline — and an underworld — the story - progressing missions which tend to be hermetically sealed underground or inside the city's various buildings.
It's a party - based JRPG that bears a striking similarity to 2006's Final Fantasy XII, in that there are no random encounters and no distinction
between an overworld, area maps, and combat screens.
Justin:
Between the overworld map, the warp whistles, giant world, Kuribo's shoe, and Bowser's kids as world bosses, Super Mario Bros. 3 is my go - to Mario adventure.
Not exact matches
if the choice where
between these two, i'll choose mario sunshine, because the
overworld was amazing!!!
Yoshi's Woolly World features an
overworld map similar to that of Super Mario 3D World in that you can walk
between levels and around the map at your leisure.
GR: If you had to pick
between the Zelda
overworld theme and the Mario theme, which is your favorite composition?
The
overworld map has a similar visual style to that of the first Zelda game, but more polished and incorporating new elements that reflect the variety of the ecosystems; there is also a clear distinction
between the enemy - free paths and the rest of the ground territory (grass, trees, sand, etc.).
Even though A Link
Between Worlds reuses the same
overworld as A Link to the Past, the game still manages to make the environment feel new and fresh.
These giant campaigns are quite enjoyable for those that don't mind splitting their time evenly
between combat and
overworld leadership.
While we have (and will continue to have, until we can see the final game in action) concerns of how well the studio will be able to manage quest design and overall cohesion
between its wider narrative and
overworld — something genre veterans still struggle with to this day — the core of the game is just so damned impressive.
There's no real visual distinction
between the two worlds, with the only change being a slight variation in the
overworld music.
One major difference of note
between the second quest and the «Master Quest» (from Zelda and Ocarina of Time, respectively) is that, in the second quest from The Legend of Zelda, both the
overworld and dungeons undergo radical changes, but in Ocarina of Time Master Quest, only the dungeons change, offering new puzzles and traps, as well as different locations for the items within and stronger enemies introduced sooner.
Players fly a helicopter
between different mission areas on a top - down
overworld map.
There was also a boss battle where you got sucked into the dark world, which was one your gameboy, but your shadow remained on the
overworld, and you had to interact
between the two spaces at once as a team (I forget the exact mechanics...)