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Likewise, it offers a multitude of challenging but entirely solvable dungeons and boss fights that take full advantage of the 3DS’s capabilities. Despite coming from the roots of the classic 2D Zelda adventures of old, the game plays nearly flawlessly on the 3DS, with Link’s movements and sword-swings being responsive and nimble, while switching into Link’s 2D painting form is effortless and easy, if maybe just needing some time to get used to the transitions, at first. It’s an incredibly effective system that will hopefully stay for future installments in the series, bringing plenty of variety and choice, but making every Rupee and Heart Container vital for success.Ī Link Between Worlds entirely succeeds gameplay-wise – it offers a compelling sense of freedom in being able to wander and explore, yet still gives enough of a progression where certain items or weapons discovered later in the game opens up new areas to explore or gives access to prevoiusly unreachable items or Heart Containers. While death and Rupees were not of particularly high consequence in previous Zelda titles, other than having to go back to the start of a dungeon, now every discovered chest of Rupees is vital toward making full equipment purchases and every heart is sacred in avoiding re-renting your hard-earned items. While it seems like only a simple change, the renting and purchasing of equipment only adds to the sense of freedom by allowing a large selection of items and puzzle-solving weapons from the start, but with enough of a risk/reward initiative that makes it both hugely beneficial, but also potentially fatal if Link is defeated. However, the equipment rental only lasts as long as Link stays undefeated, adding a new sense of urgency to death – if killed, all of the loaned rental equipment will be returned to Rovio’s shop (unless purchased for full price, where it will permanently remain in Link’s inventory). A Link Between Worlds offers a unique opportunity where Link can “rent” equipment from Rovio’s shop, thereby giving him access to almost all of the weapons and accessories that a normal Zelda would give piecemeal over the course of the game – the bow, the hookshot, bombs, etc. While sometimes the lack of hand-holding may be a bit of a detriment, leading to many moments of “Where do I go now?”, the level of freedom and decision still feels incredibly well-guided and progressive, especially thanks to some of its biggest gameplay tweaks which drastically change the game’s weapon and inventory systems.Īfter meeting the oddly-charming Rovio, the purple rabbit-hooded merchant that quickly moves into your home at the game’s beginning to set up shop, you can witness a dramatic game change for the long-established Zelda mechanics – being able to access (nearly) all of Link’s various weapons and equipment, right from the get go.
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While obviously certain areas can only be explored once new items or weapons have been obtained, knowing that I could go into any of the game’s dungeons with little frustration, or worry about what order they need to be finished in, was expertly handled and a refreshing change of pace for the series.
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The ability to roam freely and (for the most part) be able to tackle dungeons in any order or explore areas freely is superbly done. Hyrule (and once accessed, Lorule) both offer large maps with plenty of versatility and options for getting around (especially in part to a new fast travel system). Right from about 15-20 minutes in, I was wandering around Hyrule with my sword and shield, ready to take on anything, as it thankfully does away with some of the excessive hand-holding and drawn-out tutorials of more recent Zelda entries, in exchange for a liberating sense of freedom and choice. Like mentioned previously, A Link Between Worlds brings an incredibly successful blend of old-school design with fairly radical new changes to the Zelda formula, but the best part of it all comes in the game’s willingness to get things moving and get you going quickly.