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31/31: Day 30- A Link Between Worlds Review

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Why I haven't been putting this particular title in my lists for the past months is because the game came out after I made this 31/31, therefore making it inconsistent if I started doing so. As I result, I'm now going to give A Link Between Worlds its desired limelight. 

To the avid - gamer, slotting Zelda: A Link Between Worlds into a 3DS is a bit like getting into a time machine and spinning the clock back 20 years. Because, on the face of it, the latest Zelda feels exactly like the early 90s Zelda title on the SNES, A Link To The Past (For starters, the main map of Hyrule is practically the same). Though familiar, A Link Between Worlds manages to take the fundamentals of the series' 16-bit era and flips its design conceits on their head.  Nintendo simply took one of their most beloved entries in the franchise and gave it terrifying freedoms the series never had.

The result? One of the best Zelda games in this generation. 

For veterans, A Link Between Worlds brings the sweet thrill of nostalgia, returning to favorite locals such as Death Mountain and Kakariko's bustling milk bar. I envy the newcomers, taking their first steps into this version of Hyrule, a fantasy world that formed a very fond part of my childhood. But A Link Between Worlds isn't simply an exercise in reminiscence, with some key deviations and new mechanics from the Zelda formula forging an identity of its own. 

 

The Good: Smooth gameplay, non- linear dungeon structure, plenty of secrets and collectibles, innovative 2D mechanic, Ravio's renting shop, phenomenal and creative puzzles, no- handholding

The Bad: A bit too easy at times, Rupees are given by the buckets

 

Story:

A Link Between Worlds is set in the same Hyrule as A Link to the Past. Sure, it's a few generations later, but for fans of the series, everything will be right where you left it. It follows the adventures of a new Link, a blacksmith's apprentice and the hero of Hyrule. Pulled into a strange conspiracy involving a egotistical villain who turns his victims into paintings, Link is saved by a magic bracelet given to him by a mysterious merchant named Ravio. This grants Link a special gift: the ability to transform himself into a painting and move along walls in 2D. With this newfound power, the hero, like tradition, must conquer three dungeons and reclaim the Master Sword, before travelling to a dark mirror world to conquer seven more and rescue the seven sages from the grasp of antagonist. 

While the story seemed bare- bones to some, it's simple and sincere at its core. It follows the traditional Zelda formula, and unlike Skyward Sword of Twilight Princess, carried a straightforward narrative that could only be appreciated when it mattered most throughout the game. Why people think this is such a problem, beats me. I felt that it cheerfully reminisced back to the older games, where gameplay and exploration were more important and more eminent than story was. If people enjoyed A Link to the Past's story, why can't they enjoy this one as well? Besides, it was the simplicity of this story that let it slowly progress, which gave the ending a greater purpose, brilliantly answering every question the player had with ease. 

 

 

Gameplay: 

Scratch beneath the surface of Hyrule's map and it quickly becomes apparent that A Link Between Worlds is a whole new game. Think of the main map as a homage to Zelda of old, with brand new dungeon designs, and new gameplay devices that it builds up a whole new dynamic. One such mechanic is the ability to become a paper-thin, painted version of Link who can walk across wall surfaces, like art in motion. And that's an essential tool to progress through the game - whether by slotting between slender gaps, window bars, or later, rifts between two worlds. This mechanic makes you consider your understanding of the game's vertical layers. I loved the way A Link Between Worlds forced me to think outside of the confines of the top-down perspective it's rooted in. But it always kept a strong grasp of the fundamentals of good Zelda design. Every boss has its own quirk and tricks to beat - many of them require strategies both familiar to Link to the Past players along with key twists - and dungeons often ask for multiple tools used in tandem or in quick succession. Slapping yourself to walls to poke at the edges of each dungeon soon becomes second nature by the middle of the game. Link is also as responsive as he ever was in the 16-bit era, whether swinging a sword, throwing a boomerang or slinging a bow. Nintendo has done a commendable job in bringing the pixel-based game design of overhead exploration and dungeon-crawling into literal 3D. 

 

Overall Design: 

Nintendo uses the refined foundation of the pixel-based Zelda games as a start for something much more ambitious. A Link Between Worlds breaks up the basic structure of past Zelda games by giving you access to every piece of equipment from past Zelda games almost immediately, imbuing the game with an even more open world. Items are no longer buried treasure to be found. A Link Between Worlds quickly establishes an economy with the concept of item rental. If you've got the rupees, you can rent equipment items like bombs or the grappling hook indefinitely from a mysterious merchant who takes residence in Link's house. They're all yours for the taking - until you die, that is, when you forfeit the lot of them. This adds a new sort of tension to the game: If you die, it's going to cost you, practically speaking. It adds consequence to the game, rather than the trite return to the beginning of the dungeon. It also radically changes the way you progress through A Link Between Worlds in comparison to previous Zelda titles. Not all items are available from the outset, with the merchant getting in new item as the game progresses, so Nintendo keep some control over the game's pacing. The effect of this is felt most keenly when you reach the game's second act in the dark world of Lorule, with the seven dungeons available to tackle in almost any order you choose. This liberty is almost unprecedented in a Zelda game, which are usually tightly directed into a crescendo. And the freedom gives the impression of more control, that it is your adventure.

There is a flip side to it, however, in that a little of the discovery and escalation is lost. One of the pervasive joys of Zelda is tackling a dungeon knowing you are under equipped, that the out of reach places and impassable puzzles will make sense once you uncover the lair's treasure. A new item extending your skills, that triumphant jingle indicating new possibilities. A little of that thrill is lost when most of the items are laid out before you in a store, and that the equipment you need to conquer a dungeon is signposted at its entrance. It doesn't help the conceit that rupees are showered on you at almost every turn, meaning you can stock up on items fairly quickly. This also means the punishment for losing a rented item amounts to little more than a trek back to Ravio's shop. It is great that Nintendo is breaking out of the Zelda template somewhat by offering you some freedom, but the generosity with currency suggests they didn't have quite enough confidence. This doesn't mean that actually exploring the dungeons is not a joy. Far from it. Any issues you may have with the shift in structure are swept away by the fact the dungeons are exquisitely designed. This is comfortably the best level design in a top-down Zelda and often hits a series high, particularly in terms of environmental puzzling. Much of their excellence comes in a pleasing verticality -enhanced by flicking the 3D slider up- that gives each dungeon a layering that is unique to the top-down viewpoint. Using the sand-rod to throw up pillars of sand to link broken bridges. Tip-toeing across tight-rope thin walkways that criss-cross each other in a stone spider-web. Freezing a counter-weight with your ice-rod in order to fix a see-saw in place. Finding entrances in the mud of the forest that drop you into secret areas of its underground dungeon.

Another thing I feel that Nintendo did poorly on is adjusting the difficulty on this game. Though puzzles are a fair challenge in of itself, the enemies themselves (as well as the bosses) tended to be a bit easier than their Link to the Past counterparts. Yes, it was disappointing at times, but you always have Hero Mode once you defeat the game on normal. Every enemy hits like a tank, so you'll be putting your money to good use for potions and stronger equipment. 

 

 

Verdict: 

The Legend of Zelda: A Link Between Worlds may sound like a simple remake of the classic A Link To The Past, but it's so much more than that. It draws on all that was good about the classic game, adds in some new gameplay elements, entirely new dungeons and gets the balance just right. It's a classic Nintendo crafted to perfection. The flaws in this game are pale in comparison to the elegant combination of simple mechanics and incredible design sophistication that Nintendo layers on top of them. It displays a stunning fearlessness. Tweaking and completely redefining the basic concepts of the series might have been risk enough. But Nintendo has been shockingly ambitious with one of the most beloved games ever. The result is the sequel I never thought I wanted and hands down, one of my favorite games of 2013. It may not always match the epic sweep of its home console brethren, but this is the leanest Zelda that I can remember and its compact dungeons and fat-free exploration are perfect for a handheld. This is the best portable Zelda yet, ladies and gentlemen, and yet another great game for Nintendo's ever-more-essential 3DS. 


What did you think of A Link Between Worlds? Comment below and thanks for reading! 


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