3DS

The Legend of Zelda: A Link Between Worlds Ditches Dungeon Linearity Entirely

Fans of the Legend of Zelda series know the way the game’s dungeons work: Go to Dungeon #1, find Item #1, use Item #1 to solve Dungeon #1, rinse, lather, repeat for Dungeon #2 and every dungeon thereafter. The development team at Nintendo has decided to drop that convention altogether for the latest 3DS title The Legend of Zelda: A Link Between Worlds.


For the first time in the Legend of Zelda series, any dungeon can be tackled at any point, in whatever order you wish. Typically, the earlier dungeons in a Zelda game would be the easiest, so I am not really sure how they’ll alter the game so that any dungeon can be the first dungeon. Since each dungeon does still have its own respective item gimmick, like the bow and arrow or hammer, there is a new character called Ravio who owns a shop where you can rent any of the items in the game at any time. It’s completely up to you which one you’d like to borrow first, and which dungeon you wish to venture though first.

Personally, I think it’s a great move on the development team’s part in order to ditch a large amount of linearity to the game. This linearity has never really been too big of a problem, so this is really just them stretching their creative wings. It’s not so drastic of a change that it will completely change the gameplay experience for the Legend of Zelda, but it’s a big enough difference to really open things up and offer more options than ever.

You can look forward to playing The Legend of Zelda: A Link Between Worlds when it released exclusively for the Nintendo 3DS on November 22nd.

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