Why Nintendo The Legend of Zelda A Link Between Worlds is Still the Best 2D Entry

Why Nintendo The Legend of Zelda A Link Between Worlds is Still the Best 2D Entry

Honestly, it shouldn't have worked. When Nintendo first started whispering about a direct sequel to A Link to the Past, the collective groan from the Zelda fanbase was almost audible. We’ve seen enough nostalgia-bait. We’ve seen enough "Return to Hyrule" projects that feel like they’re just spinning the wheels of a franchise that reached its 2D peak in 1992. But then Nintendo The Legend of Zelda A Link Between Worlds dropped on the 3DS in 2013, and it didn't just pay homage to the SNES classic. It broke the series wide open.

It’s weirdly bold.

Think about the Zelda formula. You go to a dungeon, you find a specific item (a hookshot, a boomerang, a hammer), you use that item to beat the boss, and then you use it to open the path to the next dungeon. It’s a linear treadmill. Eiji Aonuma and his team looked at that decades-old blueprint and basically threw it in the trash. By introducing Ravio—that purple-hooded shopkeeper who camps out in your house—the game gave you access to almost every major item within the first hour. If you have the rupees, you have the power. This single mechanical shift changed the DNA of Zelda forever, arguably paving the way for the total freedom we eventually saw in Breath of the Wild.

The Wall-Merging Mechanic is More Than a Gimmick

Most games have a "hook." For Nintendo The Legend of Zelda A Link Between Worlds, it was the ability for Link to turn into a 2D painting and slide along walls. On paper, it sounds like a cute trick to use the 3DS hardware’s depth capabilities. In practice? It’s a total mind-bender.

You’re standing on a platform, staring at a chest across a massive gap. In any other Zelda game, you’d be looking for a hidden switch or a hookshot target. Here, you just walk up to the wall, flatten yourself out, and shimmy around the corner. It changes how you perceive the geometry of the world. Suddenly, walls aren't boundaries; they're highways. The developers at Nintendo EAD realized that by shifting the perspective from a top-down 3D space to a side-scrolling 2D plane, they could hide secrets in plain sight. It’s brilliant.

I remember the first time I realized I could slip through the cracks in the walls to travel between Hyrule and Lorule. It felt illegal. Like I was breaking the game’s boundaries. But that’s the beauty of it. The game encourages that "cheating" mindset. Lorule itself—the dark, fractured mirror of Hyrule—isn't just a palette swap. It’s a jagged, broken puzzle where you have to constantly flip between dimensions to navigate terrain that has literally fallen into the abyss.

Why Lorule Works Better Than the Dark World

A lot of people compare Lorule to the Dark World from A Link to the Past. Fair enough. The music is a direct remix, and the map layout is familiar. But Lorule has a much grimmer, more desperate energy. Princess Hilda and Ravio are far more complex than the standard "good vs evil" tropes we usually get. Hilda isn't just a damsel; she’s a desperate ruler trying to save a dying world, even if her methods are, well, questionable.

And then there's Yuga.

Usually, Zelda villains are either "scary monster" or "menacing sorcerer." Yuga is an obsessed artist who wants to turn everyone into portraits. He's flamboyant, weirdly charismatic, and genuinely unsettling when he traps the Sages in frames. He bridges the gap between the cartoonish charm of the 3DS era and the high-stakes drama the series is known for.

The Renting System: A Risky Bet That Paid Off

Let’s talk about Ravio’s shop because people still argue about this. In Nintendo The Legend of Zelda A Link Between Worlds, you don't find the Fire Rod in a chest at the end of a lava dungeon. You rent it.

This changes the "Death Loop."

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In older games, dying was just a minor setback. You’d restart at the door of the room. Here, if you die while holding rented items, Ravio’s little bird minion swoops down and takes them all back. You lose your arsenal. You have to trek back to your house and pay up again. It adds a layer of tension that 2D Zelda games usually lack. You actually care about your hearts. You actually use your shields.

  • Rupee Economy: For the first time in history, rupees actually matter. You need thousands of them to eventually buy the items permanently.
  • Non-Linearity: You can do the dungeons in almost any order. Want to hit the Ice Ruins first? Go for it. Thieve's Hideout? Sure.
  • Upgrade Paths: Once you buy an item, you can find "Lost Maiamai" (those cute little octopus creatures) to upgrade them into "Nice" versions. A Nice Fire Rod is basically a portable sun.

The Maiamai side quest is probably one of the best "collect-a-thons" in gaming history. There are 100 of them. Usually, I hate hunting for 100 of anything. But the sound they make—that high-pitched chirp—is addictive. You find yourself hugging every wall in Hyrule just to see if one is stuck there. It rewards exploration in a way that feels organic, not like a chore list.

Technical Wizardry on the 3DS

We need to talk about the frame rate. Nintendo The Legend of Zelda A Link Between Worlds runs at a buttery smooth 60 frames per second. Even with the 3D effect turned all the way up.

Most 3DS games struggled to hit a consistent 30. Nintendo knew that for a game based on precision movement and wall-merging, any lag would feel terrible. The result is a game that feels incredibly responsive. Link moves faster than he ever has in 2D. The sword swing is instant. The bow is snappy. It’s a masterclass in "game feel."

The 3D effect isn't just for show, either. In dungeons like the House of Gales or the Hera Tower, the sense of verticality is genuine. You can actually judge the distance between floors. When Link gets launched into the air by a spring, he actually seems to pop out of the screen. It's one of the few games where the 3D toggle actually improves the gameplay experience rather than just giving you a headache.

The Sound of Nostalgia

The soundtrack by Ryo Nagamatsu is a triumph. He took Koji Kondo’s original 16-bit themes and rearranged them with live instruments and high-quality synthesis. The result is a score that feels massive. The Lorule Field theme is an absolute banger—it captures that sense of "everything is falling apart but I still have to run" perfectly. It’s nostalgic, sure, but it has its own identity. It’s more orchestral, more layered, and much more emotional than the original MIDI tracks.

Misconceptions and Common Gripes

Some "purists" argue the game is too easy. And yeah, if you’re a Zelda vet, you probably won't see the Game Over screen too often. The bosses, while creative, don't have the massive health pools of the Dark Souls era. But difficulty was never the point here. The point was flow.

The game is designed to be played in chunks. It’s a handheld game, after all. The fast travel system (the weather vanes) is generous. The puzzles are clever but rarely frustrating. It’s a "comfort" game that still manages to challenge your spatial awareness.

Another complaint is the art style. When the first trailers hit, people called it "plastic-y." Link’s model looked a bit like a toy. But once you’re actually playing, it works. The bright colors pop on the small screen. The animations are expressive. It looks like a living diorama. It’s a specific aesthetic choice that prioritizes clarity over realism, which is exactly what a top-down game needs.

Why It Matters in 2026

Looking back from the perspective of 2026, we can see exactly how Nintendo The Legend of Zelda A Link Between Worlds acted as a bridge. It was the testing ground for the "Open Air" philosophy. Without Ravio’s shop, we might never have gotten the total freedom of Great Plateau in Breath of the Wild. Without the non-linear dungeon progression, we might still be stuck following Navi’s instructions in a straight line.

It proved that you could respect the past without being a slave to it. It showed that the 2D Zelda format wasn't a dead end—it just needed a fresh perspective. Literally.

Actionable Steps for New and Returning Players

If you're picking this up for the first time or digging your 3DS out of a drawer, here is how to get the most out of it:

  1. Prioritize the Pegasus Boots: You don't get them automatically. You have to sneak up on a specific NPC in Kakariko Village using the wall-merge ability. Do this early. Travel is much better when you can sprint.
  2. Don't Buy, Rent: Early on, don't worry about buying items. Use your rupees to explore as many dungeons as possible. Only start buying once you have a solid "Nice" upgrade path planned for your favorite weapon.
  3. Listen for the Chirp: The Lost Maiamai are the key to making Link feel god-like. If you hear a squeaking sound, stay in that area until you find the hidden creature.
  4. Use the Notes Feature: The 3DS map allows you to place pins. Use them. If you see a heart piece you can't reach, mark it. You’ll be able to fly back later once you have the right tool.
  5. Talk to the Rumor Guy: There's a lot of flavor text and hidden tips tucked away in the houses of Kakariko. The world is dense, not big. Every screen usually has something worth poking at.

This game remains a high-water mark for the series. It’s compact, dense, and incredibly smart. Whether you’re a fan of the original SNES game or a newcomer who only knows Link from Tears of the Kingdom, this is a mandatory play. It’s a reminder that sometimes, the best way to move forward is to look at your world from a completely different angle.