If my initial impressions leave any doubts as to what I
think about A Link Between Worlds, let me dispel those doubts presently. The game is a brilliant nostalgic throwback
and all of the edges are beautifully sanded off and polished until they shine. Today, I want to tackle a larger issue with
the game: what it means for gaming generally.
Let’s clarify a few things:
A Link Between Worlds
is not a rehash of A Link to the Past. The sheer volume of new content, new
dungeons, character designs, enemy tactics (if not original enemy designs) and
fresh puzzles make the game at least as original as any other Zelda, especially
Ocarina of Time and A Link to the Past themselves.
Zelda
II: Adventures of Link can be claimed to be original, and it is called out
as a black sheep to the franchise, of deviating from what makes Zelda
great. There are certainly more than
enough other games in the franchise that didn’t go this far from the model.
And yet it is slavishly A
Link to the Past. Enemies may have
new tactics, but they are all visually and by their behaviour identifiably
monsters from the 1991 game. The perspective
is derived directly from that classic, seen from top down and slightly to the front. The new Link is a 3D object as opposed to
sprites, but is carefully and lovingly remade in the image of his
predecessor.
The design is tongue-in-cheek about it too, carefully
setting up scenes that look exactly like the SNES game would set them up,
before tearing them down by introducing new themes, content, and powers. Standing on its own merits, players would
miss so many of the iconic moments of the original. Seen in the reverse order, some of those
iconic moments would be weakened. The
game design and narrative design is built around not only defying, but mirroring
expectations set by its inspiration.
Nintendo designed the 1991 product to use the Super
Famicom/SNES hardware to fully outperform the original game, and consciously chose
the first Legend of Zelda to the
exclusion of Zelda II. A Link
Between Worlds is once again excluding some details, such as three
dimensional combat, time travel, open world sailing, turning into things, or
shrinking to micro (minish) size. A lot
of the series greatest hits are intentionally removed, sitting on the cutting
room floor, to focus on the core experience.
In many sense, this is the Zen garden approach to game
design: cook up as many original game mechanic concepts as possible, then
remove the ones that feel cluttered, leaving only the best behind.
The new ideas of ALBW
are top notch, for instance the new turn-into-a-drawing changes the ubiquitous
walls that constrain the experience into roads that expand the experience. So why not make a completely original
game? Why build these new experiences
into a game clearly trying to be A Link
to the Past?
It helps that A Link
to the Past is a classic, but then so is the Windwaker, which recently Nintendo re-released as an HD remake with
some new social and speedrunner bells and whistles. For all the HD remakes and Director’s Cuts
out there today, more could stand to copy Nintendo’s approach to the Windwaker, which was a brilliant game
without the new content, and flows better with the light touches that they have
added.
A Link Between Worlds feels
a little like the long lost sequel to the classic that time forgot. But Nintendo did not forget to make a sequel,
The Ocarina of Time was released in 1998
(in most regions). There has been a
whole series growing out of the game that succeeded, and by some accounts surpassed
A Link to the Past, running for well
over a decade now. There couldn’t be
anything wrong with that line of sequels could there? Or is that the wrong way to look at it? Maybe the best reason to go back to 1991 is
to change and improve a few things that in retrospect Nintendo feels they could
do better.
Much changed in ALBW
is the gentle evolution of the narrative.
The sages now have names and personalities; they do more than thank Link
for saving them. They offer token
assistance early in the game for their own reasons, and promise more help when they
can (which in game speak is foreshadowing the climax). The narrative is strongly similar to Ocarina of Time, wrapped in a package
that features a good bit of new art techniques (3D models) with a strong visual
and tonal does of A Link to the Past. It is vaguely like Nintendo trying to remake A Link to the Past using what they have learned since, main from Ocarina of Time.
Is A Link
Between Worlds is ‘sequel,’ or is it an effort to update the classic with
new design, visual arts, and narrative techniques?
Only one other game I can think of has ever had this kind of
reconstruction: Resident Evil REmake
for the GameCube. Here, Capcom took a classic
game from the Playstation that never before reached North American Nintendo
platforms, and rebuilt every part of it.
Replace the dated visuals?
Check! Tighten controls? Check.
Add new rooms and puzzles? Check. Completely rework the voice acting and
script? Check. I’m on record as saying that REmake is the
sort of effort we never get from game devs, and wishing that more companies
would attempt it. After all, what’s a Windwaker HD when I’m in the middle of a
beautifully redone edition of one of my childhood favorites?
Is this a fair comparison?
Is A Link Between Worlds
better described as a top notch REmake of a classic than a chapter 2 (or 3.5,
or whatever)? It surely feels like a
great second edition of the original, one that deservedly stands alongside
it. Of course, the official word from
Nintendo is that it is a sequel to an earlier game, and that is that. It certainly covers them about the numerous
thematic changes, like the Fire Dungeon in the Lake of Terrors (Lake Hylia in Lorule),
or the Ice Temple where the fire themed Turtle Rock dungeon used to be.
While I certainly don’t council anyone to give up their copy
of LttP anytime soon, ALBW sure feels closely linked to it…
…And I like it!
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