This was the first game I played on 3DS, and I have a used original model with a wobbly hinge. My only real complaint was with the hardware. Overall, I think I prefer the BOTW approach to just go ahead and give you anything-the few times I had to return to Ravio were more annoying than difficult.
The new items (sand rod, tornado rod) didn't do much for me, but the ability to upgrade was fun. It's an interesting system, as were the somewhat streamlined dungeon items. There are more restrictions in the "rental" model, but I didn't die enough or find rupees scarce enough to ever feel anything was closed to me at any time. It looks like they've landed on the BOTW model, It's interesting to see that the "whole world open, do it in any order" model was debuted in this game. From Skyward Swords more linear overworlds, this game's rental system, and BOTW "go anywhere" mentality, It's clear that Nintendo has been attempting to change the formula for a decade at this point. It's also very interesting to consider the last three fully new Zelda games as a whole. Is it the Dark World, post-ALttP? Or just another alternate universe?) (If any lore nerds can explain how Lorule fits into the timeline I'd be interested. (I've found that after the increasing genius and depth of OoT, MM and WW, the stories have fallen off.) A few genuine surprises wait at the end of the game, and it features the most sympathetic villain since the version of Ganondorf that appeared in Wind Waker. The story was backloaded into the final cutscene, but it was a strong entry for a late period Zelda game. I don't think this "update as opposed to remake" treatment would work with any other classic overworlds, which is a shame because it's a perfect blend of nostalgia and freshness.
Seeing the updated models and hearing full orchestrations of the classic tunes was a delight. Both versions are dense, charming, and full of surprises. It's a testament to ALttP's design that I played these games back to back and never got tired of exploring this version of Hyrule. I loved the re-use of the Link to the Past map as well. I loved every second of the 200 hours I spent with BOTW, but I'm definitely feeling more sympathetic to those who miss the classic dungeon design as I play through the old games. The use of 3D to emphasize the verticality of the levels was clever, the power to meld with walls and go "out of bounds" in the dungeons was clever, and the overall dungeon design was terribly clever. "Clever" was the word I thought of over and over. Yesterday I finished A Link Between Worlds, which was a delight. I'm playing Zelda games I've either never played or potentially underrated until I get burned out. Nintendo may be largely ignoring the 35th anniversary of my favorite series, but I'm not. The old /r/patientgamers Essential Games List Please use flair to display what games you’re currently playing, not a punch line, username, tag, URL, or signature.
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