The Legend of Zelda: A Link Between Worlds (Video Game 2013)

When it comes to my darling 3D Zelda game, I am always torn between Ocarina of Time, Twilight Princess and Breath of the Wild. But when it comes to the 2D installments, nothing beats The Legend of Zelda : A Link To The Past. In my reappraisal of it here on IMDb, I already praised its cinematic quality, layered report and great gameplay, and to the day, it remains not lone one of the most replayable games in the series, but besides one of the first gear that I was able to play through on my own. The first Legend of Zelda I could lone finish with a map pointing the room to the dungeons and upgrades, and I have basically given up on my wish to ever make it through Zelda II : adventure of Link, which I found impossible tied WITH a walkthrough, given that you have little more to defend yourself with than a transfigure potato peeler.

With the title “ A Link Between Worlds ”, it comes american samoa little surprise that we find ourselves back in the Hyrule that we know so well from LttP. This clock time, an malefic warrior called Yuga has come from a latitude world to revive Ganon, after the former Link had taken bang-up wish to seal him away several generations ago. It is Link ‘s tax to find the descendants of the Seven Sages that in the first place locked Ganon away in the Sacred Realm.

Sounds familiar ? No concurrence : LbW was specifically developed as a distant sequel to LttP, and to give its fans a familiar know. They flush reused the honest-to-god Hyrule lay-out from LttP, and the traditional ‘two worlds system ‘ is present in the form of Hyrule ‘s blue counterpart with the tongue-in-cheeck identify ‘Lorule ‘. It looks suspiciously like the Dark World from LttP, complete with the same type of enemies, and remastered but characteristic music. It does n’t get more nostalgic than that.

It is both the biggest lastingness and biggest weakness of the game. If Twilight Princess could be called ‘heavily inspired ‘ by Ocarina of Time, then LbW is a near-deja vu of LttP. apart from the familiar surroundings, the developers have besides recycled its chief plot all the way through the end credits, with Link needing to find three pendants first to get the Master Sword, then fight the badly ridicule, and then proceed to free the descendants of the Seven Sages in the alternate world. It fits absolutely within the current course of recycling old themes, plot elements and imagination into new works, and I do n’t mind across-the-board reference in itself, but I feel that nostalgia should be used creatively, preferably than stifle creativity. unfortunately, the developers choose the easy route a few times excessively much hera. I think that LbW would have been much better if they had conceived an original plot within this familiar universe, rather of remaking the previous game under the guise of a sequel.

Talking about easy path, the game itself besides feels that manner. LttP offered a goodly challenge, with maze-like dungeons that required all your skill and doggedness. I found the overall diificulty slightly lacking in this game. Maybe it is because I am more have now or because controls have improved since the 90s, but I actually went through LbW very quickly, and I had identical little trouble with most bosses. even the final bos was a mere nuissance rather than a true challenge. In other Zelda games, you could extend the gameplay with some side-quests, but I found these quite limited hera american samoa well ( with the exception of the search for the Maiamai creatures ). Talking to NPCs much unlock a small minigame, but very few relevant subplots that could pleasantly divert your care for a longer period.

The adult invention in the game is the alleged “ wall confluence ” where you become a planar adaptation of yourself that can walk accross wall surfaces. A nice feature that works quite well in a few instances, but in the end, it distillery feels by and large like a great catch quite than a true invention in gameplay. It is limited to walking left or veracious, and consequently chiefly used to reach hide items and transom areas ( check Super Mario Odyssey for a case of how to do it correct ). I would have loved to do more in this capacity, like an elaborate party boss battle, but that sadly only happens at the end, and alone concisely.

It is not all bad though ; if the makers were trying to make a love letter to 2D Zelda games in general and LttP in particular, then they succeeded. It is a joy to walk around a 3D interpretation of this beloved universe, particularly when you use the crack perch and Link literally jumps out of the shield. The traditional overworld, gameplay and plot may appear familiar, but the dungeons have all been re-designed a army for the liberation of rwanda as I am mindful. Their lay-outs are creative, and challenge you to use all your inventiveness ( and wall unify ) to navigate. additionally, there is immediately an option to rent or buy the items you need ( which are coupled to an energy meter alternatively of an ammunition counter ), and this provides a nice opportunity to play the final examination seven dungeons in any craved order.

Lastly, the true affection of the crippled last shows in the conclusion, when the plot thickens and culminates in a very move finale. It besides features the Triforce in a different light than common : much the game ‘s McGuffin that merely creates closure, but here, we finally learn why it is the symbol of Hyrule ‘s providence.

For those who are modern to the second serial, this crippled will be a good time ; to the veterans, it may be hard to spot real innovations through the thickly layer of nostalgia, but it is a fun game however that uses the 3DS capabilities quite fine. Narratively it is no Minish Cap, and as for novelty gameplay, it gets nowhere dear Phantom Hourglass, but you ‘ll inactive have a good time. It is not a rotation in the series, but it does n’t take ages to get to the end, so it is a nice game to play intermittently over brief periods.

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