The Legend of Zelda 3DS: A Link Between Worlds, as previously reported, has an amazing new mechanic where Link can turn into a 2D drawing that paints itself onto walls, where he can then navigate across the wall! This effect looks absolutely amazing and the puzzles that Nintendo can dream up using this mechanic will hurt your brain even briefly seeing it in action.
What’s unclear and a bit interesting plus disappointing (not for me though) is the fact that The Legend of Zelda: A Link Between Worlds is a re-imagined sequel to Zelda: A Link to the Past, the SNES classic from 1992. It is set in the same world as the original game, but features a new storyline, new mechanics, new puzzles, and basically looks to remix A Link to the Past. A fact that some people find disappointing, as you’ll be retreading very familiar ground for the most part.
However it IS an all-new game, and thus the game will feature all-new elements including new dungeons. Whether other additions include new weapons and items, new enemies, new bosses or new characters remains to be seen. What we do know, is that the game features many of the same elements from the previous games, including the same dungeons (albeit likely remixed), same weapons (Bow & Arrow, Bomb, Magic Hammer/Mallet, Master Sword), same enemies, same bosses (including the giant worm boss), etc.
How much of this content is new? How much of this content is remixed? And how much of this content is literally simply a stereocopic 3D graphical upgrade of the same exact dungeon/overworld layout, weapons, items, etc. of the original A Link to the Past? This question remains unknown.
One definite change is the Magic Meter. Instead of picking up potions to refill it, it refills on its own gradually.
However, either way you slice it, returning to the world of A Link to the Past is an extremely exciting proposition. Boosted by the fact that the game features incredible stereoscopic 3D effect that take advantage of the 3DS features like few games before it. And the 3D really has to be seen (in 3D particularly) to be believed. Once you see it in person, you WILL be impressed.
The viewpoint is the same as the original, but features new tweaks that really make you feel like you are in the world. Bones thrown at your shield will fly up towards the camera/screen for example. Additionally, dropping and getting bounced up to higher or lower levels of a dungeon, seeing enemies that pop up towards you… It all looks extremely impressive.
Less impressive, to me, is the art-style, which doesn’t look as cool as the 2D style of the original, which almost had a painterly, cartoony look to it. This new game features polygonal graphics, that don’t look nearly as artistic. However it features fully orchestrated remixes of the classic Zelda: Link to the Past music, which is awesome! That fact alone makes up for the less-artistic graphic style.
Having said that, the ability to turn into a literal Link painting (which looks like the Link from the stained-glass window artwork in Zelda: The Wind Waker) and walk along walls is ABSOLUTELY GENIUS. That mechanic and new hook sells the game itself, and I can’t wait to see the way Nintendo’s master designers, including Shigeru Miyamoto, use 2D Link!
This game will be released this November 2013!
The Legend of Zelda: A Link Between Worlds is a new game with a new storyline set in world of the Super NES classic The Legend of Zelda: A Link to the Past.
Key Features of Zelda: A Link Between Worlds:
* A daring adventure awaits Link in Hyrule, where he can use his new ability to become a “drawing” and move along walls of dungeons. This opens up new ways to explore and puzzle elements that give Link access to locations he could not otherwise reach.
* The game brings this top-down, 2D world to life with elevation and depth made possible by the Nintendo 3DS system’s stunning stereoscopic 3D visuals that reinvent classic Zelda gameplay at a constant 60 frames per second.
* Players can Use the touch screen to touch and drag the items/weapons from the Equipment Window and switch the items assigned to the X and/or Y buttons.