Tuesday, 24 June 2014

The Legend of Zelda: A Link Between Worlds

It’s not an unbroken record...though I might sound like a broken one. I just don’t particularly enjoy Zelda games, even if they seem like exactly my sort of thing. Like so many others, I am a sucker for Link’s design in all its forms. I mained him in Brawl and I have a T-shirt from Qwerty with a cute grumpy picture of him after harassing cuccos and suffering the consequences. This game’s retro design had him looking particularly cute, especially when doing things like running into walls, and though it was divisive, I enjoyed the gameplay mechanic of Link’s merging with walls and the dungeon design possibilities it brought with it.

Yet once again, I just found no connection with the story or Link’s simplistic characterisation.

In A Link Between Worlds, a baddie is on the loose turning important people into statues. The blacksmith’s apprentice seems an unlikely hero, but soon gets involved in the usual quest to gain the Master Sword, free seven Sages and use a piece of the Triforce to rescue Princess Zelda – who it should be noted is still formidable here despite being the damsel in distress. The unique twist here is that Hyrule has been united with an alternate world, fittingly named Lorule, which is a far more dangerous and unpleasant place, and can be entered through tears in the wall in various locations. The princess there, Hilda, assists you in your quest, as does a strange little cowardly merchant in a fun rabbit-themed costume, who towards the end in a twist that may be obvious but actually blindsided me, turns out to have more of a place in this story than might be expected. Padding this out is the side-quest for Maiamais, annoying little baby octopus-hermit-crab-things that make plaintive mewls at you from hidden locations until you save them and take them to their mama.

It took me a while to play through this short game. I put it on hold in favour of Bravely Default, and it hasn’t been tugging me back to it desperately, so that I mostly made progress on public transport. Nothing was really a challenge here, with the dungeons mostly being a case of going through the motions with nothing very devious involved, and the only mechanically challenging part being one optional mini-dungeon where you have to dash through various gates to get a rupee reward. The idea of Streetpass opponents was quite fun, but the computer AI was really too predictable and incapable of dealing with boomerangs from behind. The final boss wasn’t a pushover, either, and his patterns were fun to figure out, which is testament to good game design.


I’ve played a fair few Zelda games, now, though I can’t claim they were part of my childhood, which may account in part for my indifference. But I need a lot more character and plot to engage with a game, even one of the stature of Zelda. Mute characters can have a lot of development, but I feel like Nintendo just treat Link like he’s already fully fleshed-out and doesn’t need new characterisation. Yes, we know the archetypal story, and yes, gameplay comes first, but this was nowhere near enough fun to make up for how dull I find lil’ Link’s collection quests. Yet I’ll probably still keep buying Zelda games and seeing if the next one will engage me more, or the next, or the next. 

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