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Showing posts with label A Link Between Worlds. Show all posts
Showing posts with label A Link Between Worlds. Show all posts

Friday, March 21, 2014

3DS review: The Legend of Zelda: A Link Between Worlds


Departing from the more 3D-oriented DS Zelda titles, A Link Between Worlds opts to travel back to the era of top-down 2D adventure games. Link and the rest of Hyrule may be rendered with full 3D models, and there is certainly a greater degree of freedom in how the Hylian hero can go about exploring the realm, but there is no mistaking the nods to the Super Nintendo classic that this 3DS game is meant to act as both sequel and spiritual successor to. Set many years after the conclusion of A Link to the Past, this latest Zelda title features a new Link, a new princess Zelda, but a very familiar premise of the sages being captured by resident villain Yuga. As the sages are all trapped in paintings, it is up to Link to traverse the multiple dungeons of Lorule, effectively an inverse version of Hyrule and this new iteration’s spin on the Dark World from ALttP.

One of the big gimmicks with A Link Between Worlds that leads it to stand out from the other entries in Nintendo’s long-running series is the fact that the core dungeons can be tackled in any order players see fit. This is because all of the major items are acquired from a merchant named Ravio, who will initially allow Link to rent the likes of the boomerang, hookshot, ice rod, and so on. All these items are found in this singular location, but upon Link fainting, they will be retrieved by Ravio and will need to be rented again with Rupees – that is, of course, unless you opt to fork over some major cash and buy these items so that they are permanently in Link’s possession. Thankfully, most dungeons hold a wealth of Rupees, so there is something to be said about taking on a more adventurous attitude with each plunge into the dangerous depths.


That is, if the dungeons were particularly difficult. The tradeoff for allowing players to go about the dungeons in whichever order they prefer is that the difficulty factor plateaus incredibly early in the game. The layouts of some dungeons are rather single-minded and less interesting throughout, such as one that sees Link embark on what is effectively one big escort mission through a trap-riddled fortress. Another, which has Link sliding around ice platforms, certainly has more variety in terms of its puzzles and combat offerings, but is so slow-paced and forces a routine of repetition that leads it to become uninteresting after a short while. A few of the dungeons do stand out as decently-solid entries in the greater offerings of the franchise, however, such as a lava-filled turtle island and a shadowy palace housing puzzles that play off the level of light illuminating each room.

Each dungeon emphasizes one of Ravio’s items heavily, and on the whole, use of each item is quite consistent. It is never the case that the hookshot or bombs suddenly overshadow the boomerang or fire rod, though some of the more practical items will see more widespread use in the overworld’s sidequests. And on the topic of sidequests, there certainly are a large number of them – nearly as many as in Majora’s Mask, a Zelda title which was almost entirely dependent on sidequests for its own formula of game design. It’s quite surprising just how much time can be spent playing minigames in hopes of boosting your Rupee count or rescuing the octopus-like baby Maiamai in order to power up Link’s arsenal. Alongside the creative and moderately-challenging boss encounters, the sidequests prove one of the highest points of A Link Between Worlds.


There are a number of incorporations from other Zelda games exhibited in A Link Between Worlds that go a long way – some for the better, others not so much. Much like in Majora’s Mask and Skyward Sword, bird statues are used to save the game. Link can also utilize these as fast-travel locations, courtesy of a local witch and her flying broomstick. Often, Link will be greeted with a message from these bird statues that inform him as to how long he’s been at his adventures, and that you, the player, ought to consider taking a break. These messages cannot be skipped or sped up, and the frequency of them proves infinitely more obnoxious than the warnings or bits of advice provided by any of Link’s companions in previous iterations of The Legend of Zelda. As the game is a direct sequel to A Link to the Past, this 3DS title relies on the SNES classic for practically all of its successes. The overworld is nearly identical, the soundtrack borrows heavily from the stylings of ALttP, and the art style is nearly identical, despite its featuring 3D models instead of 16-bit sprites. For anyone hoping Nintendo would birth something magical and revolutionary out of this latest Zelda title, it is unfortunately A Link to the Past part two in the most literal sense.

When compared to many of its successors, A Link to the Past may not have boasted as in-depth or as complex a story. But it certainly exuded a darker atmosphere and more grueling challenge factor than most of its contemporaries Alongside Ocarina of Time, it acted as both a means to redefine the series and solidify its place as one of the greats in the genre of adventure gaming. The story of A Link Between Worlds, by comparison, feels lazy and uninspired. The simple premise of Link needing to rescue the sages from the grasp of one very simplistic and one-dimensional villain worked fine for Four Swords Adventures because that was a multiplayer entry focused more on gameplay and level design than any semblance of a gripping plot. Here, it’s not only an insult to the idea of having a proper follow-up to ALttP, but also a major step backwards for the handheld Zelda titles. There are no shocking moments, no surprises, no clever twists along the way. Sure, Link’s Awakening might not have been a perfect creation, but it was certainly original, and any of its shortcomings were far more excusable, given the limited staff members. I never expected A Link Between Worlds to stand up to the legacy of the Oracle games or The Minish Cap, but its formula lends even Phantom Hourglass and Spirit Tracks to appear a quality that is leaps and bounds better by comparison.


Going into A Link Between Worlds, my greatest concern was that the ability to transform Link into a painting and have him shuffle about the walls would either make the experience too easy, or break the gameplay altogether. In fact, limiting the time span Link has to use this newfound ability via a magic meter is a brilliant move, and there are some neat ways that Link latches onto surfaces, slips through cracks in walls, and rides platforms to new heights. The aforementioned magic meter is also used to limit the number of uses Link has for any of the other items in his arsenal. As it gradually refills, there is no need to collect more bombs or even keep count of them. Yet, for every major aspect such as this that A Link to the Past gets right and could have easily incorporated more heavily into the gameplay, there are three or four other factors that are backwards in design or just plain poor in execution. I will admit, I did not have the highest of hopes for A Link Between Worlds prior to its release, but I expected more out of it – or at least, more elements that weren’t so lazy and boring.

My rating: 6.5 (out of 10)

Monday, January 13, 2014

Gaming Update: Welcome to Los Santos


Due to the fact that I wrapped up most of the games I wanted to complete in 2013 right at the end of the year, my early 2014 playthroughs are still currently underway. Grand Theft Auto V is easily one of the more expansive and longest-running of this early slew of titles, and should be one of the first games I post a review for this year, alongside The Legend of Zelda: A Link Between Worlds. Aside from those two titles, I received Super Mario 3D World and Batman: Arkham City Armored Edition for Christmas, and still have Pokémon Sapphire, the original NES Legend of Zelda, Persona 4, and a couple of Final Fantasy titles I intend to return to this year. I’m actually quite a ways into Persona 4, and feel like that game will become higher priority during this winter/spring season than some of the others, due in part to the fact that I haven’t very far to go before completing it, and the fact that the game has been on loan to me from a friend.

As far as the outlook for the rest of the year is concerned, I really can’t throw out a whole lot of concrete details, simply because I don’t really know what to expect from 2014 with regard to new games. I do intend to pick up Watch Dogs day of release for the Wii U, and I’ll definitely get Kirby: Triple Deluxe. The new Smash Bros. is also a guaranteed purchase for me, though currently, signs point toward that being a quarter three or quarter four release. Bayonetta 2 (as well as a playthrough of the first) stands as a moderate possibility – the game looks cool, no doubt, but I really haven’t been particularly impressed with Platinum as of late, as evidenced in most of my posts from 2013 detailing hands-on experiences with some of their games and demos.

I would like to pick Final Fantasy VII back up later this year, as I truly did enjoy what I played in early 2013. Final Fantasy X did not impress me nearly as much, primarily due to the displeasing battle system and lack of many useful characters. I own copies of both Final Fantasy V and VI that I have yet to start files on, and I clocked a few hours into Final Fantasy IV: The After Years at the end of the summer. Though I realize it isn’t classical RPG in any sense of the term, I’m quite a ways into Paper Mario, and have simply been taking my time with that game, picking it up and clocking in a couple of hours here and there, as I feel like it. There’s a very good chance that title will see a review from me by the end of 2014.

The only other game that currently comes to mind as a potential purchase for this year is Killer7, which is a game I’ve wanted to experience in proper for quite a few years now. With that one, it’s really just a matter of finding a reasonable price for a used copy. I have absolutely zero intention of purchasing either the Xbox One or the Playstation 4, so I will write off any potential reviews from those consoles here and now. From this point out, my reviews of new-school games will be fueled by the Wii U and 3DS, as well as the Xbox 360 and Wii for those odd titles I never got around to playing in proper when they were first released. I suppose DmC might be worth mentioning as having a better-than-decent shot at seeing a review later this year, and Ghost Song is one indie title I've had my eye on since Two Best Friends Play made mention of it on their Facebook page. As for the rest of the year, I guess we’ll just have to wait and see what lies in store.

Friday, October 11, 2013

New trailer for The Legend of Zelda: A Link Between Worlds sheds light on plot and characters

A new trailer for The Legend of Zelda: A Link Between Worlds has emerged, and seeks to explain some of the plot of the latest installment of Nintendo's beloved adventure series. It seems a world parallel to Hyrule, aptly named Lorule, will be key to the game's story, as resident Princess Hilda (opposite Princess Zelda) apparently has need of Link's heroics. We see a few familiar locations from A Link to the Past, such as the Master Sword's pedestal and the church, as well as more footage of some of the game's new dungeons. We also get a few decent shots of a character who we can presume to be the game's main villain, an individual clad in dark robes and wielding a magical staff. Most notable is the fact that this character has red hair, much like Link's most nefarious nemesis, Ganondorf. However, the beginning of A Link to the Past states that the Ganondorf of that timeline lost his human form and was forever transformed into the beast Ganon. And seeing as Link defeated Ganon at the end of A Link to the Past, it seems unlikely that this character is in fact Ganondorf/Ganon. However, considering that Zelda has a counterpart in Lorule, it is possible that Ganondorf/Ganon might also have a counterpart from this new world. Lorule's villain invading Hyrule would actually make a lot of sense in setting up the story and the literal link between worlds.

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