Saturday, December 14, 2013

The Legend of Zelda: A Link Between Worlds (Video Game) - Review

When The Legend of Zelda: A Link Between Worlds was first announced, many reactions were quite skeptical, including mine. A handheld, button-controlled, top-down Zelda instantly sounded like a good idea to me, but I was unsure about its decision to harken back to A Link to the Past as strongly as it seemed to be. As more information about the game creeped out, I continued to fear that the game would be overly dependent on the past. The game is out, and sure, I wish it didn't borrow as much from A Link to the Past as it does, but that doesn't come close to stopping it from being the absolutely fantastic and innovative game in the series that it is. 


The story of A Link Between Worlds does not take up much of the playtime, but what's here is surprisingly compelling. The stability of Hyrule is in jeopardy at the hands of dark forces from Lorule, a mysterious, alternate world. The new antagonist, Yuga, is simple, but wacky enough to be memorable. Without giving away too much, there is some interesting moral ambiguity to Link's adversaries, and the plot's conclusion finishes things off smartly.

What makes A Link Between Worlds so special is the amount of agency it allots to the player, which is founded on a kind of respect. Unlike the last game in the series, Skyward Sword, A Link Between Worlds is not stuffed with explanation and strict direction. This game throws you into its world with just enough help to maintain a solid, coherent pace. For the most part, one is thrown into the giant maze that is this game's world - filled with dungeons, secret caves, collectibles and more - to do things how one sees fit. Doing more than what's required to beat the game is really incentivized, as many of the extra activities are great. Collecting the one hundred squids, which is like this game's version of Ocarina of Time's skulltulas, is particularly enjoyable because of not just the thrill of the hunt but also because of the substantial item upgrade offered as reward for every ten squids collected. The order one completes tasks is mostly up to the player, which creates a gratifying sense of discovery and accomplishment.

The biggest change to the Zelda formula in ALBW is the inclusion of Ravio, a purple NPC which allows one to rent most of the items in the game rather close to the start. Renting items is inexpensive, but one's rental only lasts as long as one can remain alive. The first few hours or so of the adventure is a bit on the easy side, so this rental system initially appears to be overly lenient, but that certainly changes. This is a brilliant way to make the game adapt to each players' skill level -- if one wishes to rent a load of items and go off exploring the game's world for areas that require said items, one is able to do so, but the risk of getting burned at death will linger over one's head. Eventually one is able to permanently buy items for a steep price; how skilled one perceives him or herself to be, how much a certain item is desired, and how risky one is must all be weighed against each other in the decision to drop a ton of rupees to purchase an item.


As stated previously, things are a bit easy at first, but after a few hours the challenge scales nicely. This is a challenging game when it comes to combat, with enemies that can liberally eat away multiple hearts at a time and that require different strategies to defeat. A certain fire-breathing enemy eats away a lot of hearts and forces one to either attack with long-range weaponry, or with sword-swipes after careful handling of a shield. Back to my point on this game's adaption to different skill-sets as well as its dedication to player agency, areas with tougher enemies can be avoided by novice players until more heart containers or stronger equipment and gear have been obtained, while advanced players can totally fling themselves into the fray. It's such an intelligently designed video game.

The puzzle design in dungeons and in the overworld is clever. The solutions make sense and are just tricky enough to elicit a proper feeling of success. The crux of many of these mental challenges is the new ability to align a 2D drawing of oneself to a wall with a complying surface. Once etched to the wall, the player is only able to move left and right -- the ability to traverse up or down is very importantly restricted. This restriction assures that the player thinks strategically about the height at which one plasters him or herself to the wall. This along with other mechanics, like springboards which propel the player upwards, plays up an increased importance surrounding what vertical layer one is located at. This, as the trailers show, was obviously done to exemplify the stereoscopic 3D effect, which works wonders. The game's 3D feels very natural because of this tie to gameplay, but it's also just neat. Arrows that hit hard surfaces, amongst other things, have a nice pop-out effect, and large chasms have a cool sense of depth which seemingly recedes far back into the screen.


The look of the game overall is quite nice, actually. Some may say it's overly safe, like recent New Super Mario Bros. games have been criticized for, but I like it. Character designs are smooth, cute and expressive, and the world is packed with color. It looks similar to A Link to the Past stylistically, but the complete use of polygonal graphics offsets this enough to not bother me. The remixed A Link to the Past music, while lovely and catchy, does feel overly similar to me, which is disappointing, but not as disappointing as the very similar overworld.

The general look and layout of ALBW's Hyrule is nearly identical to A Link to the Past's, even though the nooks and crannies are very much different. There is a certain kind of nostalgic charm to this, but I think it's a shame that such an incredibly well-designed and inventive entry couldn't truly have its own overworld. The alternate world Lorule, which is new to this entry, is where about half of the game takes place, and even though it feels markedly new, it is still based off of the old map from the Super Nintendo classic. But this is a small gripe, because what takes place within this similar overworld is wholly fresh and fun. 

The Legend of Zelda: A Link Between Worlds makes me retroactively like recent Zelda games less. The game is around twenty hours long to beat and has a simple story, which is something I don't see as better or worse than the long, epic style of something like Twilight Princess; it can certainly compete with any entry not just in the past seven years but all the way back to the inception of this series. A Link Between Worlds is a fantastic experience that pushes modern Zelda in a way and to an extent it sorely needed.

***


~~ The Legend of Zelda: A Link Between Worlds retails exclusively on the Nintendo 3DS for $39.99. I played the game for approximately twenty-two and a half hours with the 3D mostly turned on. ~~

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