Thestory is set many years after the events of A Link to the Past. Players assume the role of Link, who sets out to restore peace to the kingdom of Hyrule after the evil sorcerer Yuga captures Princess Zelda and escapes through a rift into the parallel world of Lorule. Yuga desires to kidnap the Seven Sages and use their power to resurrect the demon king Ganon. Shortly into his adventure, Link obtains a magic bracelet that grants him the ability to merge into walls as a 2D painting, which allows him to reach new areas and travel between the worlds of Hyrule and Lorule.
Concept development began with a small team in 2009, shortly following the completion of Spirit Tracks. During this phase, the game mechanic of Link merging onto walls was prototyped. However, development suffered several setbacks and ceased entirely in late 2010 as core team members were reassigned to different projects. Development restarted in 2011 and the game entered full production in 2012. At the request of series creator Shigeru Miyamoto, the game's world and setting were based on A Link to the Past, though with many of the areas significantly reworked. The game's designers sought to rethink the established conventions of the series, leading to two key changes in the game's structure: allowing players to clear the majority of dungeons in any order they choose, and the introduction of the item rental system.
A Link Between Worlds received critical acclaim, with praise towards its soundtrack, engaging gameplay and new features, and nostalgic feeling, though the art style received mixed reviews. The game also received multiple awards and nominations. It sold over 2.5 million copies worldwide in its first five months, and over 4.26 million copies worldwide by 2022. It received a sequel, Tri Force Heroes, in October 2015.
The top screen of the Nintendo 3DS displays hearts, an energy gauge, and an action icon.[7] Link's life energy decreases when he is hit by an enemy and can be replenished by collecting hearts that can be found in a variety of ways, such as defeating enemies, breaking pots, or cutting shrubbery.[7] The energy gauge governs item and ability usage; it depletes on use and replenishes over time.[6][7] The action icon notifies the player of interactive objects.[7] A map of the kingdoms is displayed on the bottom screen of the 3DS, showing Link's current position and marked locations.[1][2][7] The bottom screen is also used to view and select Link's gear and items.[1]
Friendly and enemy non-player characters inhabit the two worlds.[2] Friendly characters can provide Link with assistance or side quests to complete.[2][5] Link wields a sword and shield, which can be used to defeat enemies and deflects their attacks.[4][7] Other combat items from past Zelda games return, such as the bow, the fire rod, and bombs.[3][6] Unlike previous games, the methods for obtaining and using these items is different.[4][6] Rather than finding them in dungeons, they are rented or purchased from the merchant Ravio.[4][5][6] If Link dies, his rented items will be returned to Ravio.[4][6] They also do not require ammunition; instead, their use is limited by a shared energy gauge.[6][7] Link's total life energy can be increased by collecting heart pieces.[1][5] His weapons can be upgraded by completing a long term side quest that involves searching for small hidden creatures and returning them to their parent.[1][5] Link can also participate in several minigames to earn rupees, Hyrule's primary currency.[1][5]
As with many previous The Legend of Zelda games, solving puzzles and clearing dungeons is a fundamental part of gameplay.[1][2][6] Progression through A Link Between Worlds is more open-ended than previous titles, with the possibility of tackling many of the dungeons in any order.[1][4] Certain dungeon obstacles will require the use of the rented or purchased items.[1][2][3] Towards the end of each dungeon, Link will encounter a boss that must be defeated.[6] A unique mechanic is Link's ability to merge onto walls and move horizontally along them.[1] Link is presented as a mural when he is merged on a wall,[2] and the perspective shifts to a side view to follow Link around corners.[8] While merged to a wall, Link's energy gauge will deplete.[7] The mechanic can be used to traverse the environment, solve puzzles, avoid hazards, reach previously inaccessible areas,[1] and travel between Hyrule and Lorule via fissures that connect the two kingdoms.[2]
The game uses the 3DS's Play Coin and StreetPass systems.[3][9] Play Coins can be used to request a tip from Hint Ghosts that are located at points of interest.[3] If another system that has played the game is passed by via StreetPass, a shadow version of their Link will appear somewhere on the field. Players can fight against these Links, which are AI-controlled opponents based on their game's data. Winning against Shadow Link earns a rupee bounty based on their difficulty, and achievements can be earned for fulfilling certain conditions.[5][9] A more challenging "Hero Mode" is unlocked upon completing the main adventure, wherein the player takes four times the damage.[1]
The Legend of Zelda: A Link Between Worlds takes place in a fictional fantasy setting. Within the series's chronology, A Link Between Worlds falls in the "Downfall" timeline, taking place some time after the events of A Link to the Past and falling between the Oracle games and the original The Legend of Zelda.[10] The game is set in Hyrule, a location used in many past Zelda games, and Lorule, a new kingdom that acts as Hyrule's dark twin.[3] An ancient Hyrulean legend tells of the events prior to A Link Between Worlds. Ganon sought to dominate the kingdom using the power of the sacred Triforce, but he was defeated by a legendary hero and sealed away by the Seven Sages. The Triforce was divided into three pieces to prevent evil from rising again. One part stayed with the royal family, one part was returned to Ganon, and the third part took its rightful place in the heart of the hero and his descendants. Lorule is a kingdom that once possessed a Triforce, which was destroyed to stop Lorule's people from fighting for its power. Without a Triforce, Lorule decayed and became a ruined land. In A Link Between Worlds, Princess Zelda rules Hyrule, while her counterpart Hilda rules Lorule.
Link, the apprentice of a blacksmith, goes to deliver a sword to a captain at Hyrule Castle, only to encounter a mysterious figure named Yuga, who transforms a descendant of one of the Seven Sages, Seres, into a painting. Link underestimates Yuga and is defeated. A merchant, Ravio, proposes help to Link and gives him a bracelet and his items. To Ravio's advice, Link reports the events to Princess Zelda. She gives him the Pendant of Courage; in Hyrule exists three Pendants that once found gives the power to wield the Master Sword. During his search, Link defeats Yuga but is transformed into a painting, letting the latter flee. Yuga's curse is contained into Ravio's bracelet, giving Link the ability to merge at his will.
Link uses his new power to find the other Pendants; successful, Link wields the Master Sword and visits Zelda, only to witness Yuga capturing her into a painting and confronts him once more. Yuga flees into a dimensional crack leading to Lorule. The captured sages are used to resurrect Ganon, which Yuga merges with. Lorule's princess Hilda assists Link by trapping Yuga.
To Hilda's orders, Link treks through Lorule to rescue the Seven Sages across the kingdom's dungeon. Each rescued Sage is kept into the Chamber of Sages. With the Seven Sages rescued, their combined powers create the Triforce of Courage for Link, worthy of wielding it. Link returns to Lorule Castle, confronting Yuga. However, before doing so, Hilda steals Zelda's Triforce of Wisdom. Hilda reveals her goal: long ago, Lorule was once a peaceful kingdom until her ancestors destroyed its Triforce to end a civil war, allowing Lorule to fall into its current ruined state. Deciding to use Hyrule's Triforce, she sent Yuga to steal the Triforce of Courage from Link, to no avail; she tricked Link into finding it himself for her. With the complete Triforce, Yuga betrays Hilda to get the Triforce for himself. Link confronts Yuga and finally defeats him. He restores the two princesses. During Hilda's apology, Ravio suddenly appears, revealing himself as Link's counterpart. He and Hilda makes amends and decide to help each other rebuilding Lorule.
Link and Zelda return to Hyrule, and use its Triforce to grant their wish; Lorule's Triforce is restored and the kingdom returns to its former glory. Link disposes of the Master Sword in its pedestal and leaves with both the returned Sages and Zelda.[b]
In late 2009, following the completion of Spirit Tracks for the Nintendo DS, the majority of its development team were assigned to work on Skyward Sword for the Wii.[11] Three members of the Spirit Tracks team began working on a new handheld Zelda game for the upcoming Nintendo 3DS console.[11] Two of the three members working on the new game were Hiromasa Shikata and Shiro Mouri.[11] During this early phase, they had not considered developing a sequel to A Link to the Past; instead they were building a game around the theme of "communication".[11] Around six months into the project, they presented their concept for the game to series creator Shigeru Miyamoto, who called the idea outdated. The three then decided to rethink the concept.[11]
Shikata proposed the idea of Link having the ability to enter and merge onto walls; this feature would eventually become one of the unique gameplay aspects.[11] Within a day, Mouri had created an initial prototype to demonstrate the feature, and seeing it in action led to an influx of ideas.[12] Link was able to transform from a 3D character to a 2D character by entering walls, and then move smoothly around corners to reach places he previously could not.[12] This ability opened up possibilities for creating new puzzles and using new mechanics.[12] At this stage in the project, they still considered the game an extension of the DS Zelda games and used the same viewpoint and design of Link from Spirit Tracks.[12] Around October 2010, the prototype was presented to Miyamoto, who approved of the new concept.[12] However, within two weeks of entering production, core members of the development team were reassigned to work on launch games for Nintendo's Wii U console which was scheduled for release in 2012.[12] With the team disbanded, development ceased.[12]
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