
The Legend of Zelda: A Link to the Past will forever be one of the best Zelda games of all-time and one of the overall greatest of all-time. But it also had some unforeseeable side-effects to the series going forward. Primarily, the rigid dungeon structure of A Link to the Past became the formula for the franchise for decades to come. A great formula, but one that has gotten stale over time and one that strayed away from the open-ended nature of the original.
Nintendo sort of took a stab at breaking the cycle with A Link Between Worlds, where weapons and items could be rented out or bought at any time. This time, they’ve gone even further, crafting an experience that’s almost entirely open-ended. How did they do it? And does it make for a better game?
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