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3DS

New Details Released for The Legend of Zelda: A Link Between Worlds

by James Dawson - October 1, 2013, 7:41 am EDT
Total comments: 9

The new mechanics give more power to the player.

The Legend of Zelda: A Link Between Worlds will “offer a brand new gameplay experience,” said Satoru Iwata, president of Nintendo, during this morning’s Nintendo Direct.

According to Iwata, A Link Between Worlds will still include various dungeons; however, the order that you approach those dungeons will now be up to the player after a certain point in the game.

Additionally, most of the game’s items will be immediately available in Ravio’s shop at the start of the game. This will require players to manage their rupees to rent, or buy items in order to tackle the dungeons.

The Legend of Zelda: A Link Between Worlds is slated to release on the Nintendo 3DS in North America on November 22.

Talkback

KhushrenadaOctober 01, 2013

Interesting. Nintendo is really trying to break up the linearity of their games. Mario 3D World allows you to go to any level on a map. They are trying to break up the Zelda order formula a bit. They are clearly taking the criticism of these series becoming stale to heart and mix it up a bit.

TurdFurgyOctober 01, 2013

Why can't we got to the dungeon we want and just get our item there?
Why do we have to buy them so unceremoniously from this dorky rabbit wannabe?
It all just sounds so much less epic than delving deep into a dungeon, finding that big chest, light shinning out as you open it and that triumphant Item Get theme playing when you're introduced to your awesome new gadget...

broodwarsOctober 01, 2013

Well, the attempt to remove the linearity & formulaic Zelda tropes in this game definitely has my interest. We'll see how it all turns out in November.

Ian SaneOctober 01, 2013

I like their attempts to shake things up but doing so in a game that re-uses locales from A Link to the Past seems counter-intuitive.  How can they be so progressive in one way and so derivative in another?

I found that with Skyward Sword.  "Hey we've got these motion controls and we're blurring the distinction between dungeon and overworld yet we're padding the game with filler by making you repeat areas and putting in those shitty guardians that no one liked from Phantom Hourglass."  Frankly the new ideas of Skyward Sword were cancelled out by the uninspired (dare I say "lazy) elements.  Why did they waste these new ideas on such a seemingly half-assed effort?  So they can introduce all these new ideas to this game but if I'm just going through A Link to the Past pastiche it's not going to feel less like a rehash.  If anything it will spoil new ideas, which will have less impact when they appear in later games, by pairing them with lazy recycled content.

It seems like Zelda serves two masters, one that wants to keep things the same and one that wants to do new things.  Skyward Sword felt exactly like a compromise between those two approaches and this sounds like the same idea.

AdrockOctober 01, 2013

The crazy thing about Skyward Sword is that the game didn't need filler. If you take out the repeated areas and mindless collecting, you still have a pretty lengthy game. I'd probably even like it more if Nintendo streamlined the game. That's true for other Zelda games. Padding a game isn't necessary. The game should just be good on its own.

Anyway, I'm definitely buying A Link between worlds eventually. I still wish it used Wind Waker cel-shading though.

Spak-SpangOctober 02, 2013

I hope they have 3 ways to get items.

Expensive purchases...but inferior items.  Either they can break or do less damage then dungeon items.

Rentals:  These rentals are just like the dungeon items, but you can only rent one item at a time...and it is cheaper than purchases.

Finally:  Dungeon items.  These are just like traditional Zelda games, and allows you to find the best version of the item in the dungeon. 

I think this compromise would really open up the level design for the game, and how you play the game. 

jarodeaOctober 02, 2013

I'm definitely interested.  On the plus side I'm glad to hear rupees matter again.  On the potential negative side, it could be a flop since if most dungeons can be solved with most items then most items won't matter.  Can't wait to see how it works out.

TheXenocideOctober 03, 2013

I'm hoping there will be a Megaman style master combination in which the dungeons should be played.

AnGerOctober 04, 2013

I like the idea behind this. It'll probably mean that certain items won't become dead weight after beating the respective dungeon.

Quote from: TheXenocide

I'm hoping there will be a Megaman style master combination in which the dungeons should be played.

That's definitely going to happen.

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