![]() ![]() This will force you to return to Ravio’s shop and either purchase or rent whatever equipment you need. If you go the rent route, the items will be significantly cheaper than buying (around 10% the cost of buying), though you lose all rented items upon defeat. Unlike previous entries in the series, A Link Between Worlds gives you the opportunity to buy or rent all the equipment you need. The biggest change is the move from a linear progression to a mostly non-linear progression style. Despite these games being held in high regard, is A Link Between Worlds something you have to play or is it a shameless cash in going for nostalgia?Īs previously mentioned, A Link Between Worlds brings back the iconic Legend of Zelda gameplay, but with a number of changes. A step back in time, with traditional Zelda gameplay presented with modern graphics. This is exactly what A Link Between Worlds is. While some people welcome these innovations, others long for a step in the past. These changes have resulted in some amazing experience, though it also resulted in many games changing direction and style. While the world isn’t really all that compelling, there’s a decent amount to explore - especially in Hyrule.As technology constantly moves forward, previously impossible dreams are not only a reality, but something we’ve come to expect. There are tons of secrets to uncover along the roughly 15 hour quest, including the return of the “collect 100 shells across the world” questline, hidden areas, fun minigames, and the ability to outright purchase rented items and power them up. Thankfully, there’s lots to do in the game if you’re a Zelda junkie, even if the core game is a bit disappointing. This should have been replicated across other locations, but it wasn’t. Considering the fact that most Zelda games don’t place an emphasis on the perspective of falling (if any), it made for a unique dungeon, on top of the fact that the theme was spot on, and made the dungeon feel special. It centers around a very cool mechanic involving the 3D depth of field effect, and involves falling down various floors in a tower-like structure in an almost platform-like nature (think Jumping Flash). There’s only one dungeon in the entire game that I really liked, and that’s the Ice Ruins. His story isn’t really pronounced until near the end, but he’s compelling enough to want to see more of. He literally crashes at your house, he’s goofy and endearing, and he seems like the kind of guy who would help you move. The one shining star is the bunny-hooded Ravio the shopkeep, who quickly became one of my favorite characters the series. The majority of the rest of the cast is comprised of forgettable faces or namedrops, like Impa and Dampé the gravedigger (after seeing how Skyward Sword beautifully handled Impa, this one is a disappointment). Whereas other spinoff or portable games have crafted unique villains that fit within the confines of their respective games (Vaati comes to mind), Yuga is someone I wouldn’t mind never seeing again, as he’s a fairly one-note tune that relies far too heavily on the Ganondorf motif. To put it bluntly, Yuga is not a very good or memorable character at all. He’s obsessed with perfection and beauty, and … that’s about the extent of his personality. The main big bad this time around is Yuga - a wizard with the power to morph himself (and others) into paintings. The story really isn’t that much well off either. ![]() In order to get to and fro, you have to find glowing slots in Hyrule to enter, which essentially transports you by way of a portal to the other end of Lorule. The idea is that multiple areas are “desolated,” and thus many sectors are not connected due to the fact the ground is completely missing in places, sectioning them off. The same goes for “Lorule” - Hyrule’s other-wordly counterpart that you will dive into a few hours into the game - which is simply not fun to explore. ![]() When you come to expect it, it loses its magic, which is a shame. It gets old very quickly, and it’s used far too often as a forced way to traverse normal gaps when simply walking would do. But then you realize that it’s essentially shimmying, with style (I call it the “shadow shimmy). Since it runs on the same energy mechanic as items, you also need to think tactically, which is a cool concept. You can also use it as an attack (if you spring out with it), and to mitigate damage, as you’re impervious when you’re in the wall. ![]()
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