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Ravio a link between worlds masked
Ravio a link between worlds masked






ravio a link between worlds masked

This deserves its own bulletpoint: unless you are literally the worst at doing fuck, the game throws the opportunity of too much power at you. The dungeons are, for the most part, mind-numbingly easy to clear since they all only require the use of one item (or none in a couple cases) but bringing multiple items often just allows dungeons to be more broken and fucked than the official Zelda timeline. I beat this game my first time in a matter of hours (12-ish if memory serves right, and that's with mucking about in some of the side-questy stuff in the cumulative time it took me to complete my first three playthroughs of ALBW, I would just be starting on my second go of Skyward Sword.). This is possibly the easiest Zelda game (at least if we're talking traditional Zeldas) ever. It's admirable that it tried to almost Megaman things by allowing the player to tackle most objectives in any order alongside cutting out a great deal of the middle-man crap in between dungeons, but that just means that there's no intricacy or nuance to the design of the game. The way the game is designed is almost insultingly basic. (Why did tons of people try connecting Ravio to Nabbit from Super Mario before realizing this insanely obvious callback?) One somewhat clever thing is how Ravio dresses in rabbit garb, making him a rabbit Link (oh yeah story spoilers sorry), a reference to how Link initially turns into a rabbit-like beast in the Dark World in LttP. Not counting the glorified Super Guide that are the Hint Glasses, the only vaguely new item is the Tornado Rod, but even that's essentially just the jumping of the Roc's Feather with the fire-smothering gusts of the Deku Leaf rolled into one package. Also, the items are boring and mostly taken from LttP (and Spirit Tracks in the case of the Sand Rod). I'm fine with everything else, but taking the main map almost wholesale is diabolically lazy. The graphical style, most of the core gameplay, the story, even the fucking overworld is a rip and cheap edit of LttP's. The game hits way too close to home to its inspiration, A Link to the Past. The ability to merge with walls is a saving grace in what is otherwise a very derivative and undaring game it forces the players to evaluate their environs in a very new way, which is neato as fuck. This is a bit of a double-edged point: ALBW is very pick up and play, allowing a smoother transition into action than with a lot of previous games. It revives an art style of Zelda that hasn't been seen in quite some time (outside of Smash Bros alternate costumes) it's really neat to see an old-timey based Link, brown sleeves plus browner/oranger hair n' all, return after such a long time (the last new games to use this type of Link design were the Oracle games in 2001). Oh and being able to have TWO items out at once is nice (although it's kinda shit that the game doesn't do a good job of letting you know that this is totally a thing you can have after the first dungeon). Not only is the smoothness refreshing, but this means that more often than not it's your fault for getting your shit kicked in. This allows for a great degree of action and reaction, something that the series hasn't provided in years. The game plays and runs buttery smooth at 60FPS, a first for a 3D-based Zelda title. But I'd give it an 8/10 at most not the accolades it's gotten from oldfag fans, however ("the best Zelda in years", etc).Īs usual I'd like to start with positives first: Unlike a lot of other games I've called "overrated", A Link Between Worlds is a fine game. Tl dr: ALBW, while good, is nowhere near as phenomenal or "groundbreaking" as people pass it off to be, due to it being incredibly derivative, astonishingly easy, and simplistic








Ravio a link between worlds masked