A Link Between Worlds Retrospective

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A Link Between Worlds is one of the strangest  Zelda games thus far; and no, these still don't   count, for all of the smartasses in the comments.  This game is as much a sequel as it is a remake,   and that's already a pretty damn odd concession.  In order to better understand why it is this way,   though, we'll have to delve into a bit of its  surprisingly turbulent history. I promise this   won't be too long, I know these can be a little  boring. After the release of Spirit Tracks,   most of that team was transferred to work on  the newest Zelda project, which at the time   was Skyward Sword. Three of the remaining members  set to work on an entirely different Zelda for the   soon to be released 3DS. Using Spirit Tracks'  framework and six months of planning, they   presented it to Miyamoto under the core theme of  "communication," which he dubbed too outdated.   It was at this point that the team thought  up a new idea: allowing Link to merge with   his environment to solve puzzles and traverse  the world. Miyamoto accepted the prototype for   this idea, but soon after the entire team was  set to work on Wii U launch titles, which meant   that development ceased entirely. After Skyward  Sword, Aonuma revisited this abandoned idea,   and gathered a team to make a game out of it.  They presented several concepts to Miyamoto,   which he swiftly declined; however, he brought  up the possibility of using this new mechanic to   remake A Link to the Past. See, the 3D effect of  the 3DS was, at the time, best marketed through   remakes. Ocarina of Time 3D and Star Fox 64 3D  only really exist because of this. So, the idea   of remaking A Link to the Past on the 3DS wasn't  too out there an idea, but that original mechanic   still remained. What we got was an original game,  a sequel, and a remake. It's really weird; though,   the results are strangely reassuring. This is  the Legend of Zelda: A Link Between Worlds.   -- Link, now an apprentice blacksmith,   sets off to deliver a forgotten sword to the  Captain of the guard. Through a series of   unfortunate events, a sorcerer named Yuga casts a  spell on the priest's daughter that turns her into   a painting. After Link fails to stop the sorcerer,  he meets Ravio, who hands him a bracelet,   sends him off to Hyrule Castle to warn Zelda of  the coming threat, and you go on a macguffin hunt   similar to the one in the original. Three items,  master sword, hyrule castle dungeon, seven sages   in Lorule, a fight with Yuga and Ganon, the end.  What initially seems like a similar structure is   quickly differentiated by A Link Between World's  open progression. Those three initial macguffins   can be sought after in any order the player  chooses, and even more interestingly, the   seven sages can be saved in any order the player  chooses. Necessary items can be rented from Ravio,   and you lose those rented items whenever you  die. You can later purchase those items to keep   them permanently for a higher fee, but either  way: you are not locked out of any potential   progression paths. Both Hyrule and Lorule are  yours to explore. This is perhaps the reason why   this game is so beloved, and at the time it was a  fairly radical shift for the franchise. You have   to remember this was before Breath of the Wild,  when the hottest new Zelda game was Skyward Sword:   this was a pretty damn radical change. With such a radical change came a host of   new issues to consider: how do you properly flesh  out a story on a canvas with so many colors? How   do you efficiently balance dungeons that have  no preset order? How do you balance difficulty   in such an open game? If you'll recall, one of  the reasons Zelda moved away from a more open   structure was to avoid these very questions. It  was simply a lot easier to tell a conventional   narrative and maintain a steady difficulty  curve when the player was on a straight track,   which is why Zelda came to be defined by its  linearity over the years; however, that never   quite eliminated the core conceit of the original,  and it was inevitable that these questions would   be tackled head on using more powerful hardware  and years of development expertise. You're told   a narrative in set chunks and at set intervals,  meaning you won't miss out on anything important.   After saving a few sages of any kind, Hilda  (Lorule's Zelda equivalent) will drop a few   hints about the fate of their kingdom. Each sage  is also plot relevant, so their areas are a bit   more memorable. The blacksmith's son Gulley, goes  missing early on; it turns out that because he was   a descendant of one of the sages, Yuga turned him  into a painting and stuck him in the Dark Palace.   It's a small touch, but it already makes for a  more interesting story when you save him. His   character is clearly a reference to the flute  boy that goes missing in A Link to the Past,   except this time he has direct story relevance  and a more involved link to the player. He's   even the first character you see in the game,  waking you up after you've clearly overslept.   Sometimes it's just done as a gag: Irene, your  fast travel system, turns out to be one of the   sages. When she's absent, the broom will follow  you without a rider and take you where you need to   go. Neat touch. Even the grandson of Sahasrahla is  in this game, and he seems like a bit of a dick. I   mean, these aren't exactly grade-A Zelda  characters, but looking at a picture of them   standing next to each other, they seem far more  inspired than the random maidens in A Link to the   Past, and your interactions with them after each  dungeon are reminiscent of Ocarina of Time. This   structure ensures that something interesting  will happen no matter where you decide to go:   Rosso goes missing so you have to brave his mine  to find him. Queen Oren is gone, the Zoras freak   out and they ask you to save her. Again, nothing  groundbreaking, but I like how the world changes   over time and that your choices as a player don't  ultimately affect the quality of the storytelling.   I suppose it's harder to tell a linear set of  events, so a lot of the main plot is sparse   until the middle and end of the game; but this  is also a Zelda story on a much smaller scale,   and that ending twist is enough to shoot it past  anything A Link to the Past was trying to do.   There's a hell of a lot to take in here. Yuga,  clearly a stand-in for Agahnim from the original,   was working under the orders of Hilda. Lorule's  triforce was destroyed long ago in order to   prevent it from falling into the wrong hands, but  that also had a ripple effect that left the entire   kingdom unprotected. Hyrule only ever sealed  its triforce, which meant that the legendary   hero could use its power when necessary. Lorule  had lost that luxury, and so it fell to ruin.   Seeing this twisted, more desperate reflection of  Zelda is fascinating: one who has been driven to   such dark depths that would see her stealing the  Triforce from another world. It's a little scary   to think that Zelda could have ended up like this  if the same fate were to befall Hyrule. Of course,   Link is there to snap her out of it. Finding  out that Ravio was this dimension's equivalent   of Link, that he failed in his mission, is one  of those twists that is almost impossible to see   coming. I’m sure some of you out there called it,  I’m not doubting anyone. It’s just so well masked,   even though in retrospect it seems really  obvious. It strengthens a second playthrough,   since you can comb through Ravio's dialogue  for hints. It's also just really cool that   your biggest helper is actually a different,  dejected version of you attempting to avert   a second tragedy; and it further bolsters  the parallels between the two dimensions.   One of my favorite elements of the original  was the light vs. dark world traversal,   and how it made you rethink previous areas. For  as much as it added, though, the two worlds did   feel a little too disconnected for their own good,  and the crossover that did exist was very slight.   Lorule is a more literal depiction of what would  happen if the world fell to ruin. Some of the same   cheery characters in Hyrule are dreary and cynical  in Lorule, and it's hard not to blame them.   I think the direct parallels between specific  characters is what sells me on the idea the most:   it retains that wonderful feeling of travelling  to Lorule and seeing the direct contrast,   while also littering it with subtle links to  connect them. Previously hospitable characters,   like the blacksmith and his wife, are now cruel  and unwelcoming. Hilda is a bit of a brooder,   a stark contrast to the playful and naive Zelda;  the captain is now a bitter drunk, (well as drunk   as you can get in a milk bar) ranting about the  pitiful state of his kingdom. The Masked Elder,   Sahasrahla's Lorule equivalent, is the leader of  a cult who put masks on to escape the corruption.   Lorule is bleak and oppressive, which sets  it apart from the more overt terror of the   dark world. The best part about it all,  though, is that come the end of the game,   Lorule might now have a Triforce, but it’s not  like it’s cured of everything wrong with it. These   people are gonna have to repair their very deep  wounds over time. They were forced into some very   dark and defeating places, and climbing out of  it won’t be simple: all you did was give them the   tools to climb out of that depression. A chance to  start over, even if it’s gonna take a lot of work,   which feels like a disturbingly appropriate  message for our very damaged world.   Exploring Hyrule and Lorule is done at set  points throughout the world, like the original,   except now there are a lot more travel points, and  each area is broken up into distinct sections. You   still have to find the right portals, like the  original, but its even more segmented. That's   fine, though, because a lot of your exploration  will simply be done in Hyrule: you'll often be   trying to find a way to a new section of Lorule,  one you otherwise can't access due to gaping holes   in the ground or giant mountains. It's yet  another thing A Link to the Past also did.   This is why it's hard for me to call this  a straight up sequel and be done with it,   because it feels eerily similar to the original in  every way, despite the story clearly taking place   after the original. It has incredibly similar  dungeon and overworld design, but with subtle   (sometimes obvious) changes to set it apart.  You've still got a town of thieves, a dark palace,   a big tower, a water palace, turtle rock, the  usual; but now there's a Desert Temple for   some reason. This extends to your available items:  you've got the returning bow, hookshot, boomerang,   hammer, fire rod, ice rod, and all of them with  basically the same use case as before; but you've   also got entirely new items like the Sand Rod  and Tornado Rod just for fun. Additionally, the   layout of each dungeon is completely different,  except for a few callbacks here and there.   But, see: these differences start to resemble  straight up improvements the further you look.   Each of the dungeon items can be permanently  upgraded once owned, provided you've saved enough   of the Maimais throughout both Hyrule and Lorule.  A Link Between Worlds has an upgrade for every   single major dungeon item, one that makes it more  effective in combat. Now, you have to upgrade the   Hookshot into the Longshot… well, it's actually  called the Nice Hookshot, but you get what I mean.   It'll have an extended range, while also being  able to damage enemies instead of only stunning   them. The Nice Bow allows you to shoot three  arrows at once in a shotgun spread; the Nice Bombs   are twice as large and twice as powerful; the Nice  Hammer hits a larger area and does more damage:   these upgrades change how you approach combat in  a pretty substantial way. Ten Maimais will get   you an upgrade, so the pace at which you get  rewards is never too slow. This is on top of   returning sword and shield upgrades. Also, since  you can choose which items you want and when,   you have more control over your combat repertoire  than ever before. You can rent the Hookshot for   reliable stuns instead of the boomerang if you  want, or you can go for the Bow and Hammer early   for powerful ranged and melee options. Hell, if  you're a madman you can even rent out his entire   arsenal, which is a bit of a rupee drain but  nothing you can't ultimately handle. However, a   single death will see all of those items removed,  forcing you to rent them again from Ravio. It's a   wonderful way to encourage players to carry a more  limited arsenal, and you never have to worry about   running out of resources in a dungeon and getting  stuck, since every single item is tied to the same   stamina bar. It retains the pros of magic in Zelda  games, which is meant to limit your item usage,   but eliminates the need to keep refilling the  bar in often annoying ways. Being overpowered   has been turned into a risk-reward mechanic, which  is almost always a good thing in my book. Thus,   exploration feels consistently gratifying.  Your rupees feed back into the rental mechanic,   meaning that they'll be useful for a majority of  your playthrough depending on your skill level,   so it's almost always worth it to just fumble  about the world and see what's around the corner.   Pretty much everything is worth doing in this  game: avoiding cuckoos, racing across Hyrule with   the Pegasus Boots, boss and enemy gauntlets, rupee  rushes… okay maybe the baseball mini game sucks,   but oh well. We always gotta have one dud in  there, eh? It’s some kind of universal law.   Unfortunately, that incentive to explore is  diminished a bit by the game's relative lack   of difficulty, especially compared to A Link  to the Past. A Link Between Worlds is fairly   forgiving overall, which means that death is  a rare occurrence. It still happened to me,   but not nearly enough to prevent me from  renting out Ravio's entire shop all the time.   You just take much less damage overall, and  paired with a less limited sense of movement,   you can coast through the main adventure without a  care in the world. Bosses and enemies don't scale   with you, they just get harder with each story  checkpoint. In the beginning they're pretty easy,   and then they get a little harder once you reach  Lorule, and then they get harder once you're   at the final dungeon. This means that dungeon  difficulty is more or less the same for most of   your playthrough. Maybe you'll struggle with your  first or second Lorule dungeon, but beyond that   you'll already have so many heart containers that  progress will be no problem at all. I feel like   this could have been remedied by a more adaptive  scaling system, though I'm not sure how much work   it would take to implement or if it would have  even been possible. Skyrim fixed Oblivion's   scaling issues, so hey: it was definitely possible  at the time on consoles at least. I guess the game   does technically scale, but only at specific choke  points. The final dungeon is obviously gonna be   harder than the rest because you're forced into  it last. It just means that, for whichever of the   seven dungeons you choose to tackle near the end,  you'll probably carry on without a care in the   world. Thankfully, Hero Mode is an option here,  where enemies do 4x more damage. Hearts do still   appear, and paired with the ability to collect a  ton of bottles with potions and fairies, late game   can still feel a little too easy for my liking.  It largely fulfills its purpose and makes Ravio a   more risky mechanic, even if it isn't as effective  as future Hero Modes would eventually be.   I'm not extremely bothered by its difficulty,  though, because unlike A Link to the Past,   the dungeons focus more on puzzle solving and  traversal. I wouldn’t consider any of them a   personal favorite, but the fact that they’re all  so consistently solid is pretty rare for this   series. The Tower of Hera makes good use of the  hammer to play with multiple floors, and utilizes   the wall merging mechanic to explore both the  inside and outside of the tower. One cool thing   about the 2.5D perspective is that you get much  more depth than you did in A Link to the Past.   Where bottomless pits in that game were solid  colors with deathboxes, A Link Between Worlds   makes it feel like you’re constantly looking  over a cliff. As someone who’s afraid of heights,   I cringe a little whenever you’re exploring  the outside of a dungeon. They do make for some   beautiful landscapes, though. The Ice Ruins look  incredible, and exploring their outskirts is a lot   more interesting than simply being in a dank cave.  The Ice Ruins are probably my favorite dungeon in   this game. There are some tricky traversal puzzles  on the outskirts, some moments where you have to   play with the perspective to light torches above  you, and multiple floor traversal that makes you   consider all of the dungeon at once. It’s nothing  extraordinary, but all I really need is one or   two moments where I’m a bit lost and I’ll be  satisfied. I think it’s worse to have a bunch of   dungeons that don’t test you in any satisfying  way, rather than a full, solid set of dungeons   that at least felt thought provoking in some way.  My prime example of this game’s dungeon design is   the Swamp Palace. When compared to other water  dungeons, there isn’t nearly as much going on.   Previous games forced you to think about how the  water level would affect every single room in the   dungeon, meaning that it was easy to get lost  at every turn. Swamp Palace isn’t really like   that. You do have to notice what changing the  water level will do to the dungeon as a whole,   but there aren’t nearly as many rooms or floors,  and they’re all bunched together in a way that   makes it a lot more straightforward to figure out.  However, I also wouldn’t call it an easy dungeon,   since I did still have to think about where I  needed the water level to be, and where I had   to end up, at various points. It’s certainly more  interesting to me than the Swamp Palace in A Link   to the Past, where changing the water level was  used mostly to progress, rather than as a puzzle   solving tool. I enjoy that A Link Between Worlds  has a set of dungeons with mechanical personality,   and that don’t merely focus on sending waves of  enemies at you. That shit got a little silly near   the end of A Link to the Past. Lorule Castle still  has a lot more enemies than usual (it is the final   dungeon), but it isn’t just a neverending  gauntlet of them, you have to solve a lot   of room puzzles along the way. Lorule Castle is  interesting because it feels like a culmination   of every kind of puzzle, enemy, or boss you’ve  completed up to this point. You push statues,   navigate dark labyrinths, trick floormasters into  breaking walls, hookshot on a raft to sail around   pools of lava: sometimes all of the above at  once. It’s a really solid final dungeon.   The dungeon bosses also feel thematically  relevant. Desert Palace is centered around   the Sand Rod, where you create bridges to  navigate higher floors. Since you have to   merge with the pillars you create, there always  has to be a safe place for Link to drop off at,   and the rod can only create pillars in a  straight line, leading to tricky puzzles.   Its boss has you doing that exact same thing:  creating pillars to wall merge your way past   holes in the ground and play a game of whack a  mole. It’s easy to accuse dungeon bosses like   this of being simple since you’ve already been  using the dungeon item you need to beat them. I   understand why that can feel underwhelming, but I  think it really only applies when the actual boss   isn’t fun to fight on its own. Like, sure: the  way to beat Dharkstare is to throw fire at him,   but he’s also encasing you in weird triangles  that you have to dodge on slippery terrain. Even   though you kinda already know how to beat  him, it’s still hard to reach that point,   and he gets more aggressive as the fight goes on.  The Gemesaur King is weak to bombs and you need to   light torches, but when he turns the room pitch  black and starts sprinting around everywhere,   yeah it does feel like a pretty intense fight.  In this way, I feel like A Link Between Worlds   maintains the intensity of the boss fights in  A Link to the Past, while also managing to make   them fit in with the dungeons they’re at the end  of. After all, the final bosses usually fill the   traditional boss role fairly well. Yuga Ganon  is a straight up duel, reminiscent of the Ganon   fight in A Link to the Past where you have to  avoid his trident throws and magic. Though,   there’s a unique twist with the wall merging  mechanic where you kinda need to shoot him   in the back through the cylinder, and I always  thought that was a clever use of the gimmick.   I guess it’s worth discussing the crux of this  game’s progression in more detail, considering it   was such a huge deal at the time. After a series  had so thoroughly explored the realm of linearity   and tightly focused narratives, returning to the  style of the original Zelda was pretty refreshing.   Past Zelda games, of course, had their elements of  exploration through side content like heart pieces   and upgrades, but the main stories were rarely,  if ever, deviant. A lot of your exploration would   be done outside the context of the main story. In  A Link Between Worlds, you are essentially asked   to explore everything at once, with virtually  zero roadblocks. This can affect both a first   playthrough and a repeat playthrough  differently. On your first playthrough,   the main progression is less a question of where  you have to go, and more a question of where you   want to go. It’s a tight balance, since you have  to make everything in the world worth doing for   that exploration to feel gratifying on such a  small screen. I think Breath of the Wild gets   away with a lot of filler content due to the  size and scope of its world. There is so much   wonder packed into every crevice, and you’ll be  spending such an insane amount of time in it,   that stumbling across a dud here and there won’t  register as strongly in your mind as it would   in A Link Between Worlds, where the size of the  world is comparable to other Zelda releases.   Oddly enough, I think the wall merging mechanic  is a genius way to get more mileage out of the   world itself. This is a mechanic that feels  distinct from other Zelda items. They usually   feel like a key for a world lock, where you simply  fire an arrow or light a torch to open the way to   a secret. Wall merging, though, often asks you  to consider every single interactable wall and   where it might lead. There are secrets hidden atop  ledges, or Maimais stuck where the camera wouldn’t   usually illuminate, and clever wall merging is the  secret to them all. Since you can technically have   every tool at your disposal using Ravio, it loses  that feeling of a metroidvania that past titles   championed, and instead is more about charting  your path and remembering points of interest,   which you can mark on your map if you like.  It’s a more fundamental shift than you might   initially imagine, since it makes the player feel  more like they’re exploring uncharted territory,   rather than hunting for a series of locks that  you might be able to exploit later. Neither   approach is inherently better than the other, but  I believe the approach of something like A Link   Between Worlds fits an open air progression much  better. Again, Breath of the Wild would also give   the players all of the necessary tools to explore  the world as they saw fit. However, that game also   had a sense of difficulty and adaptive scaling on  its side to create areas that players might save   for later, like a coliseum with a particularly  difficult Lynel, or a camp full of high level   enemies. A Link Between Worlds, disregarding the  fact that it’s a pretty easy game on the surface,   is still built to be like a Zelda of old, so  although there are some tough puzzles here and   there, about the only time you’ll be ignoring a  challenge is when you don’t have the correct item   from Ravio. Enemies are pretty rudimentary, and  since they scale with your story progress, you’ll   be running up against a pretty consistent level  of difficulty no matter where you explore.   When you do revisit the game, though, it becomes  a whole different beast, since you’re allowed to   tackle each dungeon in an order that makes sense  to you. You can plan out what items to rent for   which stretches of gametime, since you’ll have  that information to work with. You can decide   which dungeons you want to tackle first: do  you want to get the risky ones out of the way,   or do you want to stockpile a ton of items  and play it safe in the dungeons you know   best? I know it sounds kinda silly, but even  just the ability to pick whichever dungeons   you want to visit first, coming back to play  this game again for the first time in several   years felt like such a fresh experience. Since  that initial playthrough was so unpredictable,   so was a revisit later down the line, where  I carved out an entirely new path through the   world. In fact, since the scaling isn’t super  in depth, it potentially means that you can   make your own difficulty by picking dungeons  that might have been easier to brute force   with more heart containers, and do them first on  another playthrough. I would still like to see a   more thorough scaling system for future games of  this type, but it’s perhaps an underappreciated   byproduct of not having one. Kinda reminds  me of how Pokemon handles its gyms.   I do wonder, in that sense, just how effective its  freeform nature is when compared to Breath of the   Wild. A Link Between Worlds, in many ways, is far  more of a compromise than the newest 3D adventure.   It builds its story, dungeons, overworld,  and items in basically the exact same way,   except it tweaks those past elements to fit in an  open progression. Breath of the Wild completely   uprooted the previous formula, leading to  dungeons that were constructed very differently,   a completely new way to traverse the world, and  a new set of physics-based items that set it far   apart from previous games, to the point where  not all longtime fans were big on the changes.   Personally, there are parts of both approaches  that bother me a bit. A Link Between Worlds was   very special at release, since it was really the  only game since the first Zelda title that allowed   for such a wide degree of freedom, and I’m willing  to bet a lot of its acclaim was based on that long   held desire from fans to see a more open Zelda  title. Nowadays, however, I think it’s easier to   see that, without a more fundamental shift, you’ll  run into issues trying to balance difficulty in   the same way, or even create interesting dungeons.  For as solid as the dungeons are in A Link Between   Worlds, their locations are still signposted  by the game, and at the end of the day, they’re   recycling the same bag of tricks that Zelda  had been using for years up to that point.   Meanwhile, Breath of the Wild was a game that went  a little too far in some places. In abandoning   so many Zelda traditions, there are only a  handful of dungeons, and those dungeons pale   in comparison to the best of series past, even  though they try to feel unique in the freeform   approach that’s required to solve them. It has  an incredible grasp on freeform puzzle solving,   with physics based movement and multiple  approaches to many of its problems. But in   an effort to fill out the world, a lot of those  puzzles will be solved in very small increments,   and you don’t get that same feeling of conquering  an incredibly tough series of puzzles all at once.   One approach feels like a half-step, and the other  feels like a step too far. Both are admirable in   the ways they attempted to switch up the formula,  but I feel like a middle ground between them would   be ideal. It is refreshing to play A Link Between  Worlds, for as rudimentary as it might feel,   it does still feel like Zelda at its core, since  it doesn’t abandon absolutely everything that made   the series great. In this sense, A Link Between  Worlds is a solid Zelda title. I had a lot of   fun with it, no doubt, but there’s also a little  more going on here, especially when compared to A   Link to the Past. The original game is as iconic  as it gets, frankly. It was an influential game,   loved by Zelda fans the world over, and has been  cemented as a true classic in the eyes of many. I   have my own thoughts on that which I’ve already  expressed, and it’s safe to say not many people   were fond of what I had to say. I think maybe, by  praising A Link Between Worlds, I can try to get   across what I was saying in that video better.  A Link to the Past was the progenitor of many   ideas that the series would expand upon in future  titles. It is a fairly standard Zelda adventure   where you’re trying to stop Ganon and hunting  for magical macguffins across Hyrule. In my view,   Ocarina of Time was an evolution of this, and  so was Twilight Princess. Ocarina of Time,   in my opinion, made each dungeon more memorable  from a mechanical and a visual standpoint. Three   dimensions gave Zelda a unique atmosphere that A  Link to the Past never quite managed. It also told   a more interesting story. It had themes of growing  up, Ganon took over the world, and you had to stop   him in the post apocalypse. It wasn’t without its  own set of extensive problems, but the way I see   it, it took what A Link to the Past established  into the next level. Twilight Princess was another   step in that line for me, telling a story that is  entirely unique, with a set of dungeons drenched   in visual variety and atmosphere, and delivering  a true epic the likes of which A Link to the Past   and Ocarina of Time could never quite reach. So,  yeah: when I go back to play A Link to the Past,   it does feel underwhelming to me. I recognize  that Ocarina of Time and Twilight Princess would   not exist without A Link to the Past, but that  doesn’t make the game anymore fun to play in a   world where it has been outdone, in my opinion.  Isn’t it fun that I have to keep qualifying every   single statement I make with (in my opinion) so  no one gets the wrong idea and thinks I’m trying   to objectively quantify my opinions on a video  game which, by their very nature, are subjective?   *ahem* sorry, it gets to me sometimes. I feel like the reason it didn’t really go over   well is because I was approaching the argument  backwards, which people don’t tend to do. Usually   someone will look at a sequel and say “this was  better than the original” which is basically what   I was saying, except I approached it from the  angle of “this game isn’t as special anymore   because it has been outdone by its sequels.”  If that isn’t an argument you’re fond of,   let’s look at it like this. A Link Between Worlds  sets out to do many of the same things A Link to   the Past did, but in ways that I find to be far  more effective. The narrative is more intriguing,   the game utilizes the dark and light world  concept to get more mileage out of its world and   characters, it has a set of visually interesting  and mechanically rich dungeons, and has a lower   focus on combat overall, likely due in part to its  lower difficulty. A Link Between Worlds achieves a   similar set of goals in a more successful fashion.  Is that a fine thing to assert? Maybe not,   who knows. I really don’t have any agenda towards  A Link to the Past, I just think that it was such   a solid springboard for the future of the series  to jump off of, that I have very little reason   to travel back anymore. While I’m no longer fond  of saying that remakes can replace an original,   A Link Between Worlds is such an ambitious  project that it almost transcends into the realm   of a reimagining, one that I happen to prefer to  that original, while also acknowledging that it   wouldn’t exist without the original. Acknowledging  that it was important, but never lying to anyone   and saying that I enjoy playing a game that I  really just don’t have much passion for.   I’m sorry if this video was shorter  than average, but I’ve gotta be honest:   I think I’ve just about exhausted this series. I  know I haven’t covered the original or Zelda 2,   but I might be done talking about Zelda for  a long while. Near the end of this thing,   I kinda realized there are only so many ways  I can talk about the same mechanics without   sounding repetitive and like I’ve done this  14 other times, because I kinda have. I dug as   deep into this game as I could, but at the end of  the day, many of the dungeons in this series are   so similar that I’d just be repeating myself over  and over if I went into them with even more depth.   I’ve talked my ear off about every story beat,  item, sidequest, world layout, music, atmosphere:   I’ve reached my critical limit with Zelda. I’m not  sick of the series or anything, I’m just sick of   writing about it. When Breath of the Wild 2 comes  out, you know I’ll be there to talk about it,   but in the meantime: I’m just gonna let the  series rest. I’ve discussed, in depth: A Link   to the Past, Ocarina of Time, Majora’s Mask, Wind  Waker, Twilight Princess, Skyward Sword, Breath of   the Wild, Link’s Awakening, the Oracle games,  Minish Cap, Phantom Hourglass, Spirit Tracks,   and A Link Between Worlds, plus every single  one of their remakes and little bits of Zelda   1 sprinkled in there for good measure. I feel like  I have torn this series apart six ways to Sunday,   and I certainly hope you enjoyed my perspective  on a series I absolutely adore. This series is one   of many highs and lows, with a metric fuck ton  of ideas I can’t even list in a single script.   It has traveled to so many different places that  almost any Zelda game could be someone’s favorite,   and for good reason! It is a series that defies  imagination through every one of its iterations.   At the end of the day, it’s a series of legends  that won’t all appeal to everyone: but I respect   it so damn much for never taking the easy road  and attempting to appeal to everyone. Wii Motion   Plus swordplay to spice up combat? A story about  impending death and the meaning of life? An epic   adventure with a hint of melancholy? A seafaring  pirate adventure? A time traveling apocalypse?   It’s a series that I’ve never been disappointed  by. Even if some titles didn’t resonate as   strongly with me, I know that there are millions  of people across the globe who loved it, because   there’s a level of passion poured into these  games that defy expectation. It’s a truly wondrous   series, one that’s never let me down, one that’s  been with me for my entire life, and one that made   the success of this channel a possibility.  I’ll always be here to cover future games,   Zelda will always be a part of this channel, but  for now: rest easy, Link. You’ve earned it.
Info
Channel: KingK
Views: 452,412
Rating: undefined out of 5
Keywords: Zelda, A Link Between Worlds, Review, Critique, Retrospective, KingK, A Link to the Past, ALBW, 3DS, Remake
Id: NZlytMTb1N4
Channel Id: undefined
Length: 36min 53sec (2213 seconds)
Published: Mon Mar 02 2020
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