

And while I’m going to come off as a hypocrite because of my stance that too many video games are too long these days, Zelda is one of the few series I’m willing to set time aside for to play. Two very long, “bingeing” days, but two days nonetheless. With that said, I beat this game in TWO DAYS. I appreciate the brisk pace, and always feeling like there was something compelling to do – there are not a lot of fetch quests, and the dungeons are brilliantly designed and filled to the brim with engaging puzzles. I suppose I would have liked a better balance – even doing something like adjusting the difficulty in Hyrule would have been fine, just so then it wasn’t easy in one world and crazy hard in the other. Thank goodness for the blue tunic, or I’d have never gotten through the game. I don’t mind a challenge in combat, but that was absurd. Michaela: The difficulty level in Lorule was really intense when I first got to that part of the game. The new tracks blended well with those previously used, keeping us in the Hyrule in which we grew up while giving us background for another stage of our lives. I must say I had no complaints about the music, but that has become a standard for the Zelda series. I do not think this will be the best iteration of the Legend of Zelda we see on the 3DS, but I certainly think they are taking a step in the right direction. The break from the tradition Zelda format was a welcome one, especially in a series where the formula is constantly repeated. After playing it, I can agree that the new dungeon system is something for which we should be thankful. Joseph: I was excited to hear of a spiritual successor to A Link to the Past.

Shaun: Oh yeah, upgrading items! You haven’t lived until you’ve laid waste to every living thing in Hyrule with a flame tornado…
#Link between worlds running challenge upgrade
Having the ability to upgrade items was a great touch, and integrating exploration to that end was one of the most enjoyable parts of the game for me (like finding all of the lost Maiamai’s!). The ability to become a painting in the wall opens up new doors of creativity to designing the puzzles, and solving them is equally fun and requires creative thought. Michaela: My favorite thing about Link Between Words is the gameplay. The dungeons were some of the best in the series, the gameplay was tight and responsive (as all Zelda games are), and the music was some of the most memorable in the entire series. I also adored the presentation and the music. It sort of pissed me off that I’m trying to save the entire damn world and this guy is charging me an arm and leg for his wares, but that’s a problem that’s been in gaming forever and I’m not gonna use ALBW as my platform. It could have been enough to simply follow the tried and true Zelda formula and implement the “go into a wall as a painting” feature, but instead, they restructured the entire foundation the series is built on in regards to items. That’s a smart design choice for a series that could use a little bit of ingenuity. The items give you the flexibility to tackle dungeons in whichever way you choose, and in any order (with one exception). Getting rid of the old “get an item in this dungeon, use that item in this dungeon, use it on the boss, never use it again” formula is a great touch.

But what I really like about this game is the item distribution. So obviously I’m a big fan from the start. The games are still out, so it’s relevant! Trust me! THE GOODĬhris: It’s a Link to the Past sequel. Editor’s note: This is another in a short series of old reviews that never saw the light of day for some reason.
