Platform | OVERALL |
---|---|
Nintendo 3DS | 9.30 |
Overall | 9.30 |
The Legend of Zelda: A Link Between Worlds is the spiritual sequel to the masterpiece A Link to the Past so it was natural for this game to garner tons of attention. It is a traditional 2D Zelda, not one of the strange ones like Phantom Hourglass, which means you control Link with buttons and it plays just like ALTTP did many years ago. ALBW promised to feel traditional but introduce major changes to the formula, to which many rejoiced and completely bought into the idea that this Zelda is very different. in reality this is the most traditional Zelda game in years, playing it extremely safe while cutting all the fat to make this the best paced Zelda game in over a decade. Of the promised changes to the formula none are greater than the items being bought rather than found in dungeons. There is now a central store where you can rent or buy an item, if rented the item will be returned when you die, meaning eventually you will want to pay full price to keep the item in hand. It is possible to have nearly all items a few hours in allowing incredible freedom, right? Yes and no, the first three dungeons follow a set path. There are still items that are acquired as the game goes on and many tems hidden in the game world require those items, meaning that feeling of "how do I reach that" is still in tact. Each dungeon has an item that is the focus, so instead of finding that item in the dungeon you are required to have it on you when you enter. So while on paper it sounds like a major change, in practice it still feels like every other Zelda game. Once you unlock Lorule, the dark world of this game, you may complete dungeons in any order you so desire. So yes having all items available to you allows the player to take on any dungeon. To some this is some incredible revelation, as if being able to do the lava dungeon before the water dungeon changes the very fabric of Zelda itself. I don't see it that way. You were going to explore the entire world and complete all dungeons regardless, what does it matter which order it is in? I would argue this removes difficulty balancing and does not allow the developers to develop a general flow to the game. Yes some dungeons are clearly harder than others so now it is possible to artificially challenge yourself by traversing the harder dungeon first before getting a load of heart pieces of better gear. It's a neat feature but that is all it is, a novelty that does not change the Zelda formula that much. The actual innovative feature of this Zelda title is this games main new item, the ability to enter walls. The first time you use this item and realize you need to start thinking three dimensionaly in a two dimensional world is a mind blowing experience. You may jump in a wall only to slip through a crack in the wall and appear outside the dungeon where a hidden platform awaits. The way this power is implemented into combat and puzzle situations is pure genius, it is everything you would expect from this series. I think the reason this game is so praised is not cause of the "formula changing" elements but because this is the most focused Zelda game in years. After a small amount of hand holding at the start the player is left to explore Hyrule on their own. There are no dumb tutorials getting in your way, no strange out of place mini games blocking game progress, no filler of any kind. It is all about fighting your way to the next dungeon and exploring at will. It is pure Zelda and about as traditional as it gets. The dunegons and puzzle usually make or break a Zelda game for me and I would rank this game in the middle of the pack. Any puzzle not dealing with the wall mechanic was very basic. Dungeons are more free flowing which is a good thing but still lack that maze like feel of the past games like ALTTP. I understand Spirit Tracks has a bunch of weird stuff that hurts the game as a whole but the puzzles and dungeons in that game are way more complex than in ALBW, it feels like we are taking a step back. Bosses range from simple to great with most sitting in the average range. A Link Between Worlds makes excellent use of the 3DSs 3D by showing the multiple levels of a dungeon for instance. Enemies fly over ahead and pop out of the screen. Verticality is represented by 3D in this game, I wonder what it feels like without it. This game is gorgeous in motion, running at a perfect 60 FPS, with great animations and incredible colors that pop. Not only is it a looker but it has some of the best music I have ever heard in a game. This game feels like having the entire Zelda Symphony in your pocket (believe me, I went to it). There are orchestrated versions of classic Zelda tunes, magnificent versions that are a feast for the ears. I give credit to Nintendo for at least changing some of the core pillars of this franchise, perhaps it is a first step to something that really does introduce a much needed injection of innovation. Personally I love that every Zelda game tries some crazy new gameplay idea, I enjoy the weird fluffy content, yes it may bog down the game but it is interesting. I also love the pure Zelda experience, so this game did not disappoint in that regard. I find myself waiting for a Zelda game to come around that surprises everyone, even series veterans like me. ALBW is not that Zelda but it is a great homage to the fast paced, traditional Zelda titles of old. |
Posted by Dvader Fri, 11 Apr 2014 22:15:17
Sat, 12 Apr 2014 11:47:43
Best review for the game I've read. Thanks.
Sun, 13 Apr 2014 20:39:21
Exactly how I feel about the game. I would give it just shy of a 9 though. To really achieve greatness it should have subverted the aLttP template by having some form of 3rd area after the dungeons in Lorule. But so far my 2 cents.
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