Review: The Legend of Zelda: A Link Between Worlds

Link Between Worlds Review If there’s one thing Nintendo’s been consistent with over the years, it’s in the quality of its handheld Zelda games. Every one has been a joy to play, and with stylus play, the two most recent ones (Phantom Hourglass and Spirit Tracks) have experimented with the formula in fun ways. Interesting, then, that Nintendo decided to take a page from their back catalog and develop a remake of A Link to the Past. It was to our great fortune that halfway through its development Eiji Aonuma and Shigeru Miyamoto were reportedly so pleased with the project that it ended up becoming more than a mere remake – A Link Between Worlds is a classic Zelda in its own right, and while it does recall that timeless game in many ways, it also brings a touch of its own with its unique wall-shifting mechanic, which lends itself well to mind-bending puzzles and tricky boss fights.

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Though the dual overworld, various enemies, and locations of some secrets are very familiar to the SNES classic, the story, dungeons, puzzles, hidden challenges, most bosses (returning ones have slight twists), and collectibles are all totally new. This isn’t just a nostalgia trip or an attempt to improve on what is widely considered to be a perfect game. It’s a beast all its own.

The story appears to take place several generations after A Link to the Past. With Ganon long defeated, evil eclipses the land in the form of Yuga, a creepy sorcerer who swaggers about Hyrule turning people into paintings, notably the descendants of the Seven Sages. Link, a lazy blacksmith’s apprentice, gets tangled up in this mess, and must track Yuga to the parallel dimension of Lorule, which was once a beautiful land like Hyrule until its Triforce was destroyed. Here, Princess Hilda works with Link to halt Yuga’s attempted revival of Ganon, pleading for him to save her land as well as his. The story and writing, while not complex, are actually better than I expected for such a straightforward game, and the ending is surprisingly satisfying.

A Link Between Worlds’ defining mechanic, the ability to shift onto two-dimensional planes and traverse walls, is seamlessly woven through the experience, opening up a whole new plane for players to engage in. Though Link still moves in two dimensions across the top-down game world, you’ll be constantly scanning and sliding across every surface, as well as mentally picturing the dungeons in three-dimensional space. Very often the solution to a puzzle lies just beyond an overlooked corner.

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If it sounds overwhelming or complicated, I’m doing the product a disservice. The simplicity and old-school nature of this offering is very welcome. Actually, the most refreshing thing about A Link Between Worlds is that the developers don't hold your hand through any of it or waste time with tutorials. In fact, within ten minutes of playtime, you are already armed with a sword and making your way through the first of many challenges. The dual-screen presentation is boss, with easy inventory and map access on the lower screen. Hot-swapping items has never been easier than with the Quick Equip menu. Helpful witches will teleport you across the map and brew up potions made from certain drops, saving time on the go. In true Nintendo fashion, there is a constant evolution in the way the player tackles the game’s challenges.

Similarly to A Link to the Past and Ocarina of Time, you’ll be tackling ten main dungeons – three early ones, and seven later ones, with two additional dungeons early on. It should be no surprise that these areas are the real meat of the game, where the player is tested in terms of skill and mettle. The Ice Ruins, Dark Palace, and Tower of Hera are standouts, but nearly every one ranks among the best Zelda dungeons in recent memory. The 3D effect is put to great use especially in the more vertical dungeons where having it at least slightly up is all but necessary. Unlike my play-through of Ocarina of Time 3DS, I thankfully experienced no issues going back and forth between the 2D and 3D screens.

As for the puzzles, they are not in any way limited to the dungeons. Taking a page from the best Zelda titles, oftentimes getting to the dungeons will prove to be just as challenging as besting them. While no trick room was enough to stump me for long (I think the longest I spent in one room was fifteen minutes), I did find each obstacle very enjoyable to tackle. I was honestly very impressed that Nintendo had it in them to make a game that matches A Link to the Past in terms of challenge and quality and even surpasses it in imagination and level design.

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One much talked-about feature in this game is in the way items are acquired. From early on, every major item can be either rented or bought from Ravio, a shopkeeper who sets his wares up in Link’s house. Rented items will be lost upon death, whereas bought items are kept forever. This system allows the player to tackle the dungeons and overworld challenges in just about any order, which gives a sort of illusion of freedom. The downsides of this are that you miss the feeling of accomplishment upon discovering new items within dungeons, and that racking up a full set is no real challenge, since Rupees are not exactly hard to come by, and death becomes much less common the more one progresses in the game, due to the Zelda tradition of giving out Heart Containers like candy.

The growing ease of the experience (a time-tested Zelda problem) is actually my only real complaint – even if you pick up just the Containers dropped by every boss without seeking Heart Pieces, you’ll have thirteen Heart Containers by the time you reach the last dungeon – enough that even without a supply of potions, the challenge afforded by enemies and even bosses is thoroughly gimped. My initial thought was that this could have been avoided by forcing the player to tackle dungeons in a particular order and adjusting the difficulties of the enemies and bosses accordingly, but honestly, once you’ve got at least ten Containers, you can likely count your remaining in-game deaths on your fingers. Some may not have this problem, but I consider it a real issue. Thankfully we do have Hero Mode, which ups the challenge significantly as enemies deal four times the damage. I’m navigating it right now and it sure isn’t easy.

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There’s so much A Link Between Worlds gets right. Whether it’s the incredible soundtrack, featuring beautiful renditions of both old and new tunes as a happy fusion of MIDI and real instruments, the fantastic dungeons, which are both challenging and intuitive, the slick presentation, or the plethora of things to do in the overworld, I doubt even someone seriously jaded with Zelda will find much to dislike, even if the winning formula still hasn’t changed. I even welcomed a return to the old ‘90s art style. From the moment you boot up the cartridge to the final notes of the end credits, A Link Between Worlds will keep you captivated. I don’t think I had my 3DS off or played another game in the time I spent in Hyrule/Lorule. This Zelda has ‘classic’ written all over it.

SCORE: 8/10

Reviewed by: Joseph Choi Platform: Nintendo 3DS XL

PROS

-       Old-school Zelda goodness

-       Top-notch dungeon designs and bosses

-       Simple in theory but well-utilized wall-shifting mechanic

-       Fantastic presentation and soundtrack

CONS

-       Several moments and the layout of the world map will remind you strongly of A Link to the Past (not necessarily a bad thing, but at times this robs the game of its own identity)

-       Lacking in relative difficulty until Hero Mode is unlocked

Sonic Returns in the Next Super Smash Bros. on the 3DS and Wii U

Sonic in new Super Smash WIiU 3DS

The speedy blue hedgehog makes his return to the Nintendo battle in the upcoming Super Smash Bros. game on the Wii U and 3DS.

Since Sonic was a fan character ever since the Melee days and made his appearance in brawl, I was not expecting him to join the new roster. This was quite a pleasant surprise. In the trailer we also get Sonic kick Luigi around so Luigi confirmed (even though we all knew he'd be in the game).

Nintendo 2DS

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Nintendo is releasing a new version of the 3DS called the Nintendo 2DS. No, that is not a typo. The Nintendo 2DS can play 3DS games in 2D. It still supports backwards compatibility with DS games. It will also retain all the other features that the 3DS has. Essentially a 3DS minus the 3D slider.

I think this is a great idea. A cheaper way to be able to play 3DS games and a lot of people don't really seem to like the 3D gimmick. While this new redesign looks more confortable to hold, I am not diggin' the body. I've always liked the foldable design of the DS. Now the screen just look so exposed. That soft pouch shown in the video below will not protect the 2DS all that well. But seeing as they've included the pouch in the video, I am assuming that one is included in every box. With the lack of a foldable design, I hope there is a way to still be able to put the unit into sleep mode. Another disadantage of this new design is that (at least for now) you won't be able to clip on a Circle Pad Pro which might not be a big factor but it bums me out a bit. Perhaps this was the inspiration for the new design.

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In North America, the Nintendo 2DS will be available in two color schemes, red/black and blue/black. In Europe, the 2DS will be available in red/white and blue/black options. The Nintendo 2DS is stated to come out in October 12th of this year and will be priced at $129.99.

What's your take on the Nintendo 2DS? Do you think Nintendo has made the right choice with this redesign? Sound off in the comments below.

Source: [polygon.com]

The Wii U needs to catch a break

Wii U sad Since the release of the Wii U, Nintendo is having a hard time finding a place in the market. Why is it a big problem now? Well, it's only competing against current-gen consoles...and it's struggling. Where it stands now, consoles such as the Xbox 360, Playstation 3, even the Wii still remain at the top.

The  Wii U is Nintendo's console for the coming years, but the appeal seen so far makes me worried. With PS4 and the Xbox One just around the corner, the incentive to consider the  Wii U u during the holidays is slim. The problem that Nintendo is currently facing is how to stand out. The previous console, the Wii, had so much more going for it back in the day; A new unique way to play games( motion controls) and exclusive titles on platform launch( twilight princess). What the  Wii U had during last years launch was close to nothing. No big first-party title as well as no feature to really stand out. And that highly mentioned third-party support during the start slowly dwindled as the months went by. The extra screen on the pad was a neat idea, but the PS3's six axis was also a neat idea, and we know how that turned out. The gamepad's extra screen, which Nintendo tried so hard to convince people it's a big feaure, is nothing if you put it side by side with the Wii's motion controls. That control scheme did it for the Wii. It kept the console afloat for years. The casual crowd just loved it. The  Wii U just doesn't have that, and what it currently offers is about the same as everything else out now.

Graphics have been upgraded to match current consoles today, great, but when the new batch of consoles get released, they are back at the tail end visually. I'm not saying graphics are everything. It's just an edge against them that Nintendo insists on living with. Is Nintendo worried? I'm positive, especially when the Wii is doing slightly better than their next-gen console..

Nintendo reported their financials since April 1 to June 30 and revealed that they sold 160,000 Wii U units globally. Let that sink in for a minute...okay let me make it worse. On the same months, the Wii did even better selling 210,000 units.  I'm not sure how they would allow sales like this to happen. The company is still earning profits overall thanks to great sales elsewhere and the 3DS finally selling like hotcakes, but I'm sure they were not expecting these kinds of figures.

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But there's still time. There's no more room for error though. Games are really what matters and Nintendo's prized possessions are still on their way. Mario, Zelda, and the rest of the Nintendo band Wagon has yet to hit the Wii U, so don't count out this console just yet. All it needs is an opening. Why didn't they start the launch with a big title that is well known and is a sure sell? I have no clue. Pikmin 3 is out now and is one of the big titles to hit the console this year. As we get closer to the holidays, the Wii U needs exclusive games like Pikmin to pull people to buy the console, to get some kind of momentum. The month after that we get The Wonderful 101, but that might take a beating since Grand Theft Auto V is scheduled on the same week (Why Nintendo? Why!?). It's going to be a rough year for the young Wii U. Once the PS4 and Xbox One gets released, it will get even harder since it will be a three-way fight to get consumers attention.z

It's not a race, But it's a war, and Nintendo is already taking a lot of hits without the next generation at full swing yet. The Wii U needs to catch a break. I don't see it getting one this year, but maybe next year we'll see it turn around with back-up from games like Super Smash Bros U, the new Zelda game, and Bayonetta 2.

[Source: IT World]

Phoenix Wright: Ace Attorney Dual Destinies Goes Digital

aa5The fifth installment in the Phoenix Wright: Ace Attorney series is set to see only a digital release outside of Japan. The reason for this is due to the lack of sales for the series. Simply put, not enough people were buying the games. Ace Attorney producer Motohide Eshiro commented on Capcom's decision about a digital only release.

“The reason we are releasing the game as digital only is not primarily due to a lack of retail support. One of the main reasons we went for a digital version is it will be more convenient for the users. We felt that if someone will be interested in Dual Destinies they will want to get it right away, and if we offer a digital version, instead of going to a store however many miles away, they can just download it directly to their 3DS.”

Is Apollo Justice like some kind of badass samurai now?

He also mentioned that by making this a digital only release would mean that the English version would come out sooner. Fans were displeased about a digital only released but hey, at least we're getting the game. I hope they decide to do the same with Ace Attorney Investigations 2. I've played all the Ace Attorney games except AAI2 and it's left in my objecting heart.

Phoenix Wright: Ace Attorney Dual Destinies comes out in fall of this year for 3DS on the Nintendo eShop.