IGN recently got to demo a bit of A Link Between Worlds, showcasing two dungeons. Other important aspects of the game, such as how the rental system works, the item shop and the effect that death has on Link’s progress, were further detailed. Hit the jump for the full scoop; beware, spoilers ahoy!
IGN editor Brian Albert discussed his experience through the first two dungeons of the game. The first of the dungeons that he explored tested the player’s traditional platforming abilities, and that the 3D effect proved to be quite helpful in navigating between them:
“The first two dungeons – which we were told are optional – test traditional platforming skills. One took place in an expansive, fiery cavern called Death Mountain. You have to fall from high to low platforms that shift, pause, and cross paths. One misstep sends you into the lava below. Because the distance between them is so great, turning up the 3DS’ slider can help you better judge your timings.”
The second dungeon also involved platforming as well, but this time there was lava below. Link would have to avoid bats, which made navigating the narrow walkways much more difficult to navigate:
“The second dungeon also saw Link navigating thin platforms, but a murky abyss replaced the lava below. Instead of worrying about another dimension, bats attacked the player and made navigating the narrow walkways more difficult. Certain platforms narrowly brushed by each other, forcing you to leap onto them as a drawing and wait for solid ground.”
After these two intro dungeons, Brian explored another demo of the game, which placed Link in Ravio’s item shop. Although Ravio had a wide range of items available, from the Hookshot all the way to the Ice Rod. Each item costed between 50 and 70 Rupees. Though there was enough money in the demo to acquire all of the items, it is almost guaranteed that more money management will be required in the final release, and more strategizing over which items to rent and/or purchase. In conjunction with the item shop, if the player manages to save ten Maiamais that are scattered throughout the world, the player can choose an item to upgrade. The catch is that the player must own the item, as rented items cannot be upgraded.
Brian further emphasizes the challenging nature of the game, as well as illustrating the consequences of death:
“A mother turtle lost her three children, and I had to reunite them. One rested on a nearby shore, one sat surrounded by enemies I had to fight in shallow water, and one was stuck to a cliff. I freed it by turning into a drawing, walking behind its wedged shell, and popping back into the world. Once I’d saved them, I hopped onto the mother’s back and caught a ride to Turtle Rock – but not before dying several times and losing my precious items. To save time and preserve my dwindling rupee supply, I was told the ice rod is the best weapon for my dungeon. Without that hint, I would have kept purchasing items, dying, and feeling the sting every time.”
It seems that death will be quite punishing; from what I can gather, when Link dies, he loses all of his rented items, and must rent them again. Though multiple deaths can quickly drain Link’s Rupee supply, there are two mini-games so far which allow Link to earn rupees. One of them is a game of baseball in which Link hits a ball to break vases, while another one involves dodging a Cucco for 3o seconds.
It seems that A Link Between Worlds will offer a decent challenge to the player without being cheap or unfair. Item and Rupee management seems to play a key role, forcing the player to make smart decisions on which items to purchase and/or rent, as well as presenting consequences for dying. The game also seems to have plenty of content, and this is just scratching the surface of what the game has to offer. The full article can be read at IGN.