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Ten dungeons, meanwhile, punctuate the map, and might lie either at the end of a convoluted and treacherous path or hidden in plain sight.
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Small rewards like chests of Rupees, pieces of heart and, uh, collectible shellfish are scattered everywhere, teasing you to figure out how to claim them. It’s like a gigantic puzzle box, with a multitude of secret levers and compartments within compartments. Hyrule - and its dark twin, Lorule, which opens up after the first three dungeons and adds trans-dimensional travel to your exploration toolkit - is designed to reward your inquisitiveness and curiosity.
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It’s almost as if the designers felt the need to appeal to our sense of Zelda tradition in order to give them license to experiment with it. The story, meanwhile, could be uncharitably described as twee, though it’s partially redeemed by a rousing ending. Link himself is back to being a blank cipher, a bobbing quiff and a green tunic, rather than the tragic young hero of Ocarina of Time and Majora’s Mask or the lively youth of Skyward Sword, and this Hyrule - rewarding as it is to explore - lacks the personality of other Zelda worlds. It adds a spatial element to the puzzling, as you have to navigate Hyrule and its dungeons in both dimensions, looking for paths across chasms or through gaps in walls, and remarkably it finds new applications throughout Link Between Worlds' 15-or-so hours.Ī Link Between Worlds offsets these innovations with a tendency to stick to very safe, very familiar territory, both literally in this recreated Hyrule and figuratively in the story. A button press transforms him into a painting on almost any wall, letting him move left and right across them like an animated Egyptian wall painting before rematerialising in 3D. It’s also thematically befitting, as Link himself is also caught between 2D and 3D.
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With the slider up, it comes into its own visually. That said, Between Worlds boasts the same masterful use of 3D as Nintendo’s other best 3DS games, from Luigi’s Mansion to Super Mario 3D Land.
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The Past’s top-down 2D style translates well into 3D, but it’s a straight visual upgrade rather than a statement, like Wind Waker’s cel-shading or Skyward Sword’s beautifully daubed, impressionist feel. This retro aesthetic - halfway between SNES-era sprites and modern 3D - is a strange mix, and once the initial nostalgia has worn off it loses some of its impact. You really can set out, tools in hand, and explore in whichever direction you choose. It’s a small change that has huge repercussions, freeing you from a set path of progression and imbuing Between Worlds with a liberating sense of adventure and discovery that’s lacking in, say, Spirit Tracks and Skyward Sword. The bombs, boomerangs, bows and other items that make up your adventurer’s toolkit - secreted since the series’ origins in chests deep within dungeons (which have to be completed in a certain order) - are now available to rent and use almost from the beginning, courtesy of an enthusiastic chap in a purple rabbit hat.
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But Between Worlds combines the emotionally potent familiarity of Link To The Past’s Hyrule with some of the most significant innovations that the Zelda series has seen in years.
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This familiar Hyrule - built from brown layers of rock topped with bright green grass, secret caves full of scuttling creatures, deep blue rivers that carve through a landscape of desert ruins, volcanic mountains, and swampy wetlands - is a childhood dreamscape brought to life, colourful and imaginative and stuffed with secrets, and it has barely changed since 1992. It doesn’t just pay homage to Zelda’s past glories.
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Between Worlds is a powerfully nostalgic experience for anybody with memories of The Legend of Zelda: A Link to the Past, but it’s also an exceptional game in its own right. I expected The Legend of Zelda: A Link Between Worlds to submerge me in comfortable familiarity, but what I didn’t expect is that it would be my favourite Zelda since Wind Waker, or that it would present me with some of the most inventive, cerebral puzzles in the series’ 27-year history.
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