In all, A Link Between Worlds feels less accomplished a use of its host platform than the last original handheld Zelda title I played, which was 2007’s Phantom Hourglass. It features functional but unspectacular use of the touch screen for map and inventory duties, some compact dungeon design and a critical path that can be blown through quite comfortably over the course of a weekend.Įqually, while some of its 3D elements are very well implemented they are rendered ultimately superfluous to the experience by the necessity of having to function just as well in 2D. With this to live up to, A Link Between Worlds was always going to struggle to evoke the same emotional response but what I’ve been surprised by is how hit and miss it is from a design perspective, too. Nintendo has since bettered it in design terms but the memory of experiencing A Link to the Past during my formative years remains one of the most enduring video game memories of my childhood. I came to A Link Between Worlds excited by the prospect of a sequel to A Link to the Past, which remains one of my favourite Zelda games. In fairness, not all of the blame can be laid at the feet of the game.
Playing through The Legend of Zelda: A Link Between Worlds has been a story of mixed emotions, with some wonderful touches tempered by missed opportunities and genuine joy rivalled by unmet expectations. The Legend of Zelda: A Link Between Worlds launches on 3DS and 2DS in North America and Europe on Friday November 22. The game has a snazzy Music Box special edition available via select retailers, as well as a dedicated console bundle.Īonuma has also been discussing the slight amendments made to the 2DS version of A Link Between Worlds and acknowledged that, overall, “The game itself is designed so that it’s quite easy to play, and quite easy to proceed.”
Zelda producer Eiji Aonuma has previously stated that A Link Between Worlds is a deliberate attempt to try something new with the Zelda formula.
Stace Harman gives his impressions on Nintendo's latest in his full write-up. 22.The Legend of Zelda: A Link Between Worlds suggests that some things should be left untouched. The Legend of Zelda: A Link Between Worlds will launch in North America on the 3DS on Nov. Iwata said they look similar, but they have nothing to do with each other. Iwata also addressed speculation over Ravio, who many Nintendo fans on the community board believed looks similar to the character Nabbit in New Super Mario Bros. Gameplay footage featured Zelda, of course, and also new characters such as Hilda and Irene, who appears to be a witch. “I hope you enjoy the flexibility provided by this unique Zelda adventure,” Iwata said in today’s Nintendo Direct.īoth new and old characters will appear in A Link Between Worlds. Hopefully there will be multiple ways to clear dungeons, allowing for more creativity in the player. This departure from linearity could make some old Nintendo fans groan, but it offers a new way to take on dungeons. The order you take each dungeon is up to you. The majority of weapons, including the hookshot, hammer, boomerang, and many others, are available right from the beginning of the game in Ravio’s shop via a rental fee. Nintendo president Satoru Iwata disclosed details on the in-game shop featuring new character Ravio, initially teased in a screenshot producer Eiji Aonuma posted in the Miiverse community board. This tradition will be challenged in the next Zelda handheld game, Legend of Zelda: A Link Between Worlds.
Nintendo is reconsidering the traditional new item convention in the next Zelda title, A Link Between Worlds.Īnyone who’s played a Zelda game knows you toil through a dungeon, receive a new item, and then use it to solve the dungeon’s puzzles.