The Legend of Zelda: Spirit Tracks
Thank goodness. My completion estimate from yesterday was on the high side; and like magic, the remaining half-or-so of Spirit Tracks (including an additional dungeon after the Fire Temple, plus some absurdly difficult final floors in the Tower of Spirits) was everything I could hope for from a great Zelda game. Thrilling boss fights; devilish dungeons; even the story picked up quite a bit. I'm still hesitant to chugga-chugga-chug along for the game's sidequests, but who knows, maybe I'll come back later.
It's pretty clear to me what made the difference in ST's latter half: more dungeon, less train. I could go on; but it would only belabor my point from yesterday. Not to rain on Aonuma's parade, but trains pretty much stopped being the coolest thing ever when I was ten. Although I won't deny there is a certain fun factor to pulling the whistle.
Anyway! The last several dungeons and other gameplay sequences more-or-less redeem the menial parts of the game's first half. So while it doesn't end up being one of my favorite Zeldas, I'm glad I stuck it through.
Better than: Ōkami
Not as good as: The Legend of Zelda: Phantom Hourglass
I wish I could: Just get off the train and walk
P.S. Spirit Tracks does a bit of gap-tying between Wind Waker/Phantom Hourglass and the rest of the series. Don't expect anything significant, though.
P.P.S.
Progress: Defeated Malladus