Monday, December 2, 2013

QQ Review [3DS]: The Legend of Zelda, A Link Between Worlds

This might be my favorite Zelda game of all time.

The Legend of Zelda: A Link Between Worlds sends you back to the kingdom of Hyrule from the Super Nintendo's A Link to the Past. Twenty years later this world has some fresh new surprises for us. A Link Between Worlds walks a perfect balance between new and old, both in terms of content and design. Nintendo has really knocked this iteration of Zelda out of the park, giving us a masterful action adventure RPG for the blossoming 3DS.

Gameplay

A Link Between Worlds introduces an item rental system and for the first time in the Zelda franchise you can choose which items to gain and in what order; thus, you are no longer restricted to completing dungeons in a predetermined order. You start out with the option to rent items but with the restriction that when you fall in combat they will be taken away from you and returned to the item shop. Later on you will be given the option to outright purchase these items, meaning that you can not only keep them when you die but that they will also be eligible to receive upgrades from the Maiamai collection sub-quest. Overall it is a great system that adds a healthy level of freedom, choice, and customization to the overall experience.

The sense of exploration and achievement can not be understated.

My absolute favorite aspect of A Link Between Worlds is just how dense this world is; every square inch of Hyrule and it's dark counterpart Lorule are completely saturated with enemies, hidden items, and unlockables. There is not a single screen worth of space throughout this entire game that does not have at least one interact-able item, enemy, or secret. The sense of exploration and achievement can not be understated, and generally my biggest problem was trying to remember the location of all the areas that I wanted to go back to. A Link Between Worlds is the poster child for why old-school 2D game design is so powerful and exactly how it can be infused with new 3D mechanics to create an unparalleled and entertaining experience.

Another one of my favorite changes in A Link Between Worlds is the use of rechargeable mana as Link's weapons' source of ammunition. This means that you can now use the bow or bombs in literally every fight without the fear of running out of ammo and being unable to solve a puzzle because of it. This has enriched combat in a very significant way. I almost consider my Link to be more of an archer than a swordsman. Not only does this enrich combat but these additional opportunities and choices continue to add more customization and variety to the gameplay.

Graphics

A Link Between Worlds looks and feels like a high resolution Link to the Past. The art for the game has not resonated with some fans. I feel that their choice in art style could not have fit the game better. The graphics are cartoony enough to match the style from 20 years ago yet sharp and fresh enough to fit in the modern era. Each item on the screen, be it an inanimate tree or an agitated enemy, all look distinct and accentuated, yet they all mesh well together and fit into the same diverse world. The color pallet is vibrant and paints the world with a broad spectrum of colors and the contrast between Hyrule and Lorule is particularly well done.

The shift to 3D rendering in A Link Between Worlds is done perfectly. The new mechanic where Link can turn into a 2D painting and run along the surface of walls accentuates this in a way that I would have never thought possible. Not only is this new mechanic innovative and used brilliantly in puzzles, but it also presents an opportunity to see the world from a whole new vantage point. When Link is on a wall the camera shifts beside him, allowing you to see the world from a literally down to earth point of view, and the amount of depth and perspective that this adds to the world can not be understated.

Additionally, the new 3D world adds the ability to jump between levels in dungeons seamlessly. Not only can you look down at what is below you but you can also be propelled up between floors. This fluid transition between different levels enriches the 2D game design in a way that would have never been possible without the use of 3D rendering. It is wonderful in how it blends the simplicity of 2D with the depth of 3D, and now that I have experienced this new world I never want to go back! (For me personally, the guy that thinks reliance on 3D game design stifling innovation in the game industry, that is a very bold statement!)

Difficulty

The rental system and the abundance of items come together and raise a slightly divisive question about A Link Between Worlds: is the game too easy? There are an inordinate number of rupees hidden throughout the world and some people would argue that there are too many, asserting that it reduces the challenge of saving up money to rent/buy your weapons. I, however, do not think that this is an issue at all. For regardless of how many rupees the game threw at me I always felt that I needed more! To me this enriched the gaming experience by constantly rewarding me for exploring under every rock yet the unending desire to throw all that money at the item shop kept me coming back for more.

Speaking of difficulty, while the puzzles themselves could be very challenging in dungeons, the enemies left a bit to be desired. Only on rare occasion would I actually feel intimidated by an enemy, although admittedly that fear was amplified quite a bit by the consequence of losing all my rented items upon death. Even the bosses were, for the most part, pretty simple; although I will say that some of the new mechanics, such as turning into a 2D painting and hiding from your enemy on their giant shield, were at least very creative!

I would be remiss not to mention the "Hero Mode" that is unlocked after you beat the game. In Hero Mode enemies basically have double health and deal double damage. Admittedly this makes the game much harder but I am honestly unsure that I will want to replay in this mode as I already know the solutions to all of the puzzles. But hey, it is there, and that counts for something!

Story

The story is simply as ever but still uniquely memorable. I will avoid any spoilers here, but suffice to say that it is several generations after A Link to the Past, and Link's descendant has to step up and become the hero of Hyrule once again. The narrative is conveyed in short and simple exposition dumps to Link, our still silent protagonist, but there are some moments hat still do manage to stand out both visual and emotionally. For instance, the first time that Link learns he has the ability to escape from being a 2D painting is a powerful and memorable scene. In short, a simple story is not a bad story!

This game maintains a wonderful balance of rewarding veteran players without penalizing newcomers.

I should also call out that the references to A Link to the Past are abundant, but all completely supplemental. No player will ever feel that they have missed out on any aspect of A Link Between Worlds just because they have not played it 20 year old predecessor. Additionally long term fans of the series will find themselves being rewarded for remembering the location of hidden fairy caves that are hidden throughout Hyrule. Yet this is balanced well by having all of the new content, dungeons and significant item locations, all be completely different. This game maintains a wonderful balance of rewarding veteran players without ever penalizing newcomers.

Verdict

A Link Between Worlds is relatively short, clocking in at approximately 20 hours. However, to me, this is actually a good thing! The game is absolutely jam packed with content and fast paced fun; I never for a single moment got bored or frustrated with length of any quest of dungeon. In the end I was left wanting more but isn't that a sign of greatness? While I could nitpick some details of the game, my only real complaint is how the "quick equip" system is not very quick, and if that is my only complaint, they have obviously done a lot right.

A Link Between Worlds is a fast paced, action packed, well polished, enjoyable game for players of all ages. It is the definitive example of how to blend old and new, 2D and 3D, and how to bring a classic franchise like Zelda back to its roots without ever feeling stale.

The Legend of Zelda: A Link Between Worlds earns a score of Zero Qs. *
...but if I had to give it a number, it would be 10/10

Game on,
Tom

* F***ing awesome; we highly recommend it! It might not be perfect, but there is nothing that we can seriously complain about. We really enjoyed it, and we think you will too!
Learn more about the QQ Review scale.