Wednesday, January 1, 2014

The Legend of Zelda: A Link Between Worlds

The Legend of Zelda has been in a bit of a rut for a while now. Every game since Ocarina of Time’s release in 1998 has tried to surpass it by adding in some kind of gimmick or innovation to separate it from Ocarina of Time. Nintendo has tried nearly everything in their quest to break out from under Ocarina’s shadow. Touch controls, 1:1 sword controls, sailing, they even tried to make Zelda gritty. After a while, these extra gimmicks made Zelda games a decidedly more complicated affair. So, Nintendo decided to go back to basics with Link Between Worlds. The results are one of the finest Zelda games in recent memory and one of the best titles on the 3DS. 



This newest Zelda is a direct sequel to the series’ other world-renowned masterpiece, A Link to the Past. On the surface, this entry changes very little. The overworld is mostly the same, the weapons are similar and even the locations of some of the dungeons are the same. Once you start to dive into the game and explore, you’ll quickly come to realize how everything has changed. The overworld may be similar but every cave and dungeon has changed.

The game’s two gimmicks work to its favor. Firstly, you have an item renting mechanic which is extremely clever despite sounding like a total game breaker. The idea of the rental mechanic is that you can rent any weapon as long as you have the rupees to pay for it. If you die while you have it, you will lose it and will be forced to rent it again. It adds a much needed punishment to dying as the prospect of having to grind for rupees or just going back to the shop is threatening enough to make you want to avoid death. The rental mechanic also allows you to explore as much of the overworld as you want at your leisure. With the right item, you can explore whenever and wherever you like. It’s the type of freedom that we haven’t seen in a Zelda game for quite some time. It’s a much needed breath of fresh air.



Unfortunately, it takes a little while to get to this breath of fresh air. The game doesn’t open up at all until after you clear the first dungeon. And after that, you’re still pretty restricted. Once you reach Lorule, this game’s version of the Dark World, the game finally lets you take the reins. With enough rupees and the right items, you can spend as much time as you like exploring both sides of Hyrule. You can also tackle the dungeons in any order you want since you can choose what items you want to bring along with you. That’s such an obvious change to the Zelda formula; it makes you wonder why it hasn’t been used before. It plays with the Zelda formula just enough to make it feel different yet familiar.

The 2nd gimmick is the ability to merge with walls and walk on a 2D plain. I was initially uneasy about this mechanic as it seemed pointless and just sort of forced in but I can safely say that all my fears were misguided. The painting mechanic is brilliantly implemented and leads to some of the cleverest puzzles in the history of the series. The mechanic is worked into every single dungeon and works alongside your items instead of outright replacing them.

Because of the changes made to the items, the dungeons in LBW are allowed to take advantage of a certain item’s potential instead of trying to shoehorn in puzzles for three different items into one dungeon. As a result, the dungeons in Link Between Worlds feel far cleverer and more intelligently designed than other ones. The amount of times I thought to myself “That’s really smart” while running through the dungeons was staggering. These are some of the best dungeons in the series’ history, hands down. My only gripe about the dungeons is that they’re a bit on the short side.



Link Between Worlds isn’t a very long game, only about 15 hours long for the main game, maybe 3 to 4 hours to collect everything. It’s a short but sweet adventure and I actually prefer that. One of Skyward Sword’s biggest problems was its length and how the game tried its hardest to extend its playtime. Link Between Worlds doesn’t try to pad out the game. It’s as long as it needs to be and it’s better for that. I’d rather Nintendo take cues from this game rather than Skyward Sword because "Worlds" has far, far better pacing.

Link Between Worlds is also on the easy side. Enemies are fairly easy to outmaneuver and with the exception of one, the bosses are pretty easy too. It’s a bit disappointing but the game’s “Hero Mode” is so ridiculously tough at first that it almost makes up for normal mode’s wimpy difficulty. Like I mentioned before, there is a punishment for dying but the chances of the player dying are pretty slim so it’s, unfortunately, no big deal.

The Zelda series isn’t one that’s a stranger to mini-games but Link Between Worlds still has a surprising amount of diversions from the main quest. Many of these diversions are just extra ways to earn money like a footrace or an arena where you fight off enemy after enemy but other sidequests see you collecting these weird shellfish from every nook and cranny in Hyrule. The highlight of all the sidequests and minigames would have to be the baseball minigame which is way more fun than it has any right to be. These things add some replayability to the game and give it its own unique flavor that separates it from the other Zelda titles.



Link Between Worlds, unlike Skyward Sword and Phantom Hourglass, won’t win any achievements for taking advantage of its system’s capabilities. The 3D looks nice and it runs at a smooth 60 FPS even when the 3D is turned on but that’s just a neat little bonus. The touch screen is only used for menus. Phantom Hourglass and Spirit Tracks both used touch controls for everything, a move that divided fans and critics. Link Between Worlds brings movement and weapons back to a more familiar set-up. It’s back to the circle pad and buttons for old Link and it’s a change for the better. The circle pad gives Link a level of movement not seen in past Zelda games. That, combined with the silky smooth frame rate makes Link an absolute joy to control. It’s the most fluid Zelda game in a long while.

Link Between Worlds is pretty easy on the eyes. It’s nothing too stunning but it properly evokes the style of the classic 2D Zeldas while staying up to date graphically. The dungeons and overworld look nice, if a little on the plain side, and the enemy designs are accurately carried over from Link to the Past. It’s not a gorgeous game but it’s not an ugly one either. The smooth 60 FPS make the graphics trade-off totally worth it.

“Worlds” plays around with depth a bit. There are several puzzles and platforming sections that revolve around leaping from one platform to another one beneath you. They weren’t something I had been expecting and they were a neat surprise, if nothing else. The 3D effects were well done too but it’s clear that it was not something the designers were focusing one. That being said, it wasn't an afterthought either.



The game’s soundtrack is fully orchestral and is mostly comprised of remixes from Link to the Past. While some may be disappointed by the lack of original content in LBW, it’s worth noting that these are some damn fine remixes. From the title theme to the Dark World theme, the orchestral versions do wonders for the game. They’re bombastic, energetic and they do a great job of immersing the player in the world of Hyrule. If the soundtrack had a few more original tracks on it, I’d argue that it contains one of the best soundtracks in the series. As it stands though, “Worlds” has a soundtrack that’s every bit as a good as its predecessor but it lacks originality.

Ever since Ocarina of Time’s story hit it big in 1998, Nintendo has tried to make lightning strike twice. In every game since Ocarina of Time, Nintendo has tried to make Hyrule a richer and more detailed place while telling a story of its own. Generally, the story collapses underneath its own weight as it tries to cram too much into too little. Link Between Worlds ditches long expository sequences and instead tries to tell its own story. It’s nothing to write home about but it is well written and well done. The story throws a few curveballs at you and it dares to shake up established Zelda tropes. It’s an ambitious move even if it doesn’t result in anything major.


Some may call out Link Between Worlds for being too easy, too short or not innovating enough. Personally, I think it was the breath of fresh air that the series needed. Like Mega Man 9 before it, “Worlds” sets out to restore simplicity to a series that had become too convoluted as the years passed by. And it does its task masterfully. The dungeons are some of the best in the series and both the rental and painting mechanics are wonderfully done. The result is one of the most clever, engaging titles on Nintendo’s blossoming handheld. 

Final Score: 8.0

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