

This can be particularly laborious when you're halfway through a dungeon and require a certain item, but players can save the game, then buy their most needed items as soon as possible. If Link's health runs out, all rented items go back to the vendor and Link has to return to the shop to re-purchase them. Then, you'll find yourself outside a different dungeon than the one you had intended to enter in the first place, without having accomplished anything. On your way to one dungeon, you'll find at least three side quests (smaller, optional missions), pick one to pursue, find you need an item you didn't happen to rent, backtrack to get it and encounter three more side quests. MORE: Best Super Hero Video Games of All Time But most of the areas in "A Link Between Worlds" are yours to explore very early on. This is unusual for an action-adventure game in many such games, additional parts of the game world open up as players attain new items. You can rent these items or, after a short while, purchase them. The game's nine main items are available almost from the start of the game, including "Zelda" standbys such as a bow, hookshot and boomerang. Ironically, it's Link's time as a two-dimensional painting (and the intimacy of the zoomed-in camera) that pushes him toward becoming a more three-dimensional character. The new angle also creates a much-needed closeness with Link, the character whose name references his role as the connection between the player and the virtual world. This helps bring into view objects and pathways that the top-down angle occluded. Merging with the wall changes the game's camera angle from a top-down to a zoomed-in side view. Wall motion is limited to left and right if you need to get to a higher section of wall, you'll have to figure out another way to get there. Walls are no longer merely boundaries they're paths in and of themselves, and they come with their own logic and limitations.įor example, merging with a wall drains Link's energy meter, and if this meter runs out, he'll pop out of the wall again, whether or not there's a floor to stand on. The "merge" ability radically alters the "Zelda" experience. This allows him to slip between cracks, avoid enemy attacks and reach isolated areas. Link can travel left and right on the wall so long as it remains flat. Working through these levels requires patience, cleverness and, usually, a specific item.Īlso critical to puzzle solving is the "painting" feature, which lets players "merge" with a flat wall. "A Link Between Worlds" is a top-down action-adventure game in which the main character, called Link, uses a sword, shield and a variety of tools and weapons to make his way through the world and its "dungeons," or labyrinthine levels.
