Let's Play The Legend of Zelda: A Link Between Worlds [36]

3,937 views · Published 13 June 2015 · 32:37 · Indexed 24 October 2026

Channel: Naka Teleeli · 2015 · Gaming

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Having thought further on why the dungeons feel like they don't really have anything of note in them, I realize they don't have a *lot* less than the dungeons in LttP. Mostly they lack a map (which you're given by default) and the big item reward is generally a bit less impressive. This isn't a huge difference. I think instead the issue comes down to the style of the dungeons, which I mention is much more reminiscent of the newer Zelda style than the older. This newer style leads you through the dungeon, with a more set path of progression, expecting you to get things along the way. So you sort of "end up" at the end with all the required items. This is why it doesn't feel like there's as much there. I rarely, if ever, have to go out of my way to find them as I did in older Zelda games, where getting each item was a goal in and of itself. I also realize this isn't a fault of the game, nor is it a fault of the newer style. It's simply different. Some people will prefer one and some the other. I think optimally I'd personally prefer a mix of the two, but that's just me. Honestly the only "fault" I can give it is that it seems an odd juxtaposition to how freeform and explorative the overworld is to be more structured and planned.

That's the game though, everyone! I think I'll pass on the baseball minigame, and the Shadow Link thing is sort of neat I suppose, but not worth a video on its own. The baseball thing doesn't bother me. I showed you where it was and how to get it, it's just a matter of execution I don't have in me to forge through. Hope you enjoyed!

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