The
Missing Link
The Short Version
Why You Should Play This Game: Some of the best puzzle and dungeon designs ever seen in a Nintendo game, and the most freeing Zelda game in over a decade.
What You Can Play It On: Nintendo 3DS/2DS
Developed and Published by: Nintendo
Released: November 22, 2013
The Long Version
There’s
a special kind of feeling reserved for games that fill you with a sense of pure
joy. It isn’t nostalgia or excitement. It’s not surprise, or satisfaction, or
even success. It’s hope. Hope for the future. Hope that because such a game
exists, there can and will be more like it. In the early 90s, way before I was
even old enough to realize what I was feeling, The Legend of Zelda: A Link to the Past instilled that sense of
hope. It was only upon replaying it many years later that I understood just how
important that game was, not just for its time, but for the history of the
gaming industry. Seven years after the release of A Link to the Past, Nintendo recaptured that magic with Ocarina of Time, a game many have
justifiably hailed as the greatest of all time. And finally, more than a decade
later, Nintendo has achieved the coveted hat trick.
Nintendo
is a creature of habit. They are more than content with sticking to a formula
that works; though, as they have proven time and again, when push comes to shove,
they can tweak their golden ticket ever so slightly and produce a superb game. The Legend of Zelda: A Link Between Worlds
is not just the most recent example of this, but it’s also one of the best. For
years one of the biggest complaints about Zelda
games was their simplification – their linearity. More than this, the games
disrespected players by not trusting in their ability to play, let alone
understand what they were playing. Even the holy grail that is Ocarina of Time fumbles in the case of
Navi, the obnoxious fairy constantly telling you what to do or where to go.
I can
count the number of times A Link Between
Worlds tells the player where to go on one hand, and most of it near the
beginning and end of the game. What this entry does is it allows the player to
simply play: to explore and to experience the magic of what made the Zelda games so endearing in the first
place. Veterans of A Link to the Past
will find themselves right at home in the colorful, modernized version of
Hyrule, while even newcomers to this beloved franchise will experience what it
means to have hope.
Set six
generations after the events of its predecessor, Worlds drops players off right in the midst of the current
incarnation of the Hero of Hyrule apprenticing at the local blacksmith. Tasked
with delivering a sword to a knight who dutifully left town without it, Link’s
adventure is soon set on course to, as usual, rescue Hyrule’s princess, Zelda.
To differentiate itself from A Link to
the Past, and to avoid being simply a retread of that game’s blueprint, Worlds introduces Lorule, an alternate
version of the Hyrulian Kingdom set in a much darker, more sinister world. In
it, the landscape may be vaguely familiar, but the dungeons and enemies therein
are far more intimidating than any Zelda
game in recent memory.
Worlds features some of the most ingenious and
clever puzzle designs seen across all of Nintendo’s library, and introduces
them in a way that may seem daunting or overwhelming at first, but quickly
becomes liberating. Once the game’s action picks up, players have the ability
to rent all of Link’s trusty gadgets: from the faithful bow, boomerang, and
bomb, to the iconic ice and fire rod, and even some new additions. All of these
items are available at a reasonable price, something many people will be able
to afford quite quickly as the game is very liberal with its rupees. But more
than just making you feel like a legendary warrior within the first hour,
having access to all of these items also means that you can attempt any dungeon
in any order you wish, finally giving you a sense of freedom that Zelda games have been sorely lacking.
Finding
the, dare I say it, “best” order to tackle these dungeons in is entirely up to
you, and you can in fact choose to only rent one or two of the items out at a
time as a sort’ve self-restriction. However, should you fall in combat, all of
those items are returned to the shop and you need to rent them again. Diligent
and cautious players could very well make it through the whole game on rented
items alone, but doing so would deprive you some of their extremely handy
upgrades. Purchasing an item in full – which becomes available at a later point
in the game – not only secures that item in your stock upon death, but allows you
to upgrade it into a more powerful version. Not without some temporary charge,
of course: the character who performs the upgrades has lost her missing
children – all 100 of them. Finding them within both worlds and reuniting
parent-and-child allows you to upgrade a single item for every 10 returned.
Among
the game’s other means of self-improvement are the various pieces of special
treasure you can find throughout the dungeons, some in the form of actual gear
upgrades, others as master ore used to enhance the properties of the master
sword, and most importantly of all, heart pieces. Most of the heart pieces are
scattered about between both worlds, but some of them can only be won from the
various mini-games littered about. A few of them are actually quite
entertaining, if a bit simple. Rupee Rush is a genuine treat where the only
obstacle is yourself, and the Cucco Ranch chicken dodging game is a terrific
throwback for fans of A Link to the Past;
on the other hand, the Octoball Derby feels largely based on chance, even if
your timing is perfect.
But
where’s the shtick? What’s the gimmick? Every Zelda game has one, and Worlds
is no different. Incorporating the game’s two-dimensional roots with a bit of
tongue-and-cheek, Link is able to flatten himself like a painting to nearly any
surface and move along a horizontal space in either direction. This adds a
geometrical presence to the game creating a new level of depth – pun intended –
to puzzles, and even some boss fights. It’s also undeniably adorable to look at
a flat, painted Link with that glazed-over expression on his face. Past’s world transitions exceptionally
well to the 3DS hardware, creating a vibrant and colorful environment when in
Hyrule and a musky, washed out world in Lorule. The game’s soundtrack combines
an assortment of previous arrangements and new compositions to give new life to
the familiar sounds of this tale forever told.
A Link Between Worlds isn’t just an
outstanding modernization of a classic, but it’s a reinvigoration for the
series as a whole – a landmark title, like Ocarina
and Past were before it – that will
become a milestone and blueprint for the future of Zelda games to come. A sense of openness combined with calculated
changes to a proven formula make A Link
Between Worlds one of the best games in the longstanding franchise. It isn’t
perfect, and the nostalgia wears thin early on, but all of that is soon
forgotten once you start delving into the game’s brilliant dungeons and
uncovering the mystery behind Lorule’s destruction.
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