Not too Linear, Not too Open: Why I Love A Link Between Worlds Gameplay Loop
One thing I’ve noticed about myself and my gaming habits is that I don’t often make time to revisit games. Once I’ve rolled the end credits on something, even if I really enjoyed my experience, chances are I won’t be visiting that game again for quite some time, if I ever return to it at all. It’s because of this habit of mine that makes me hold the games that I DO make the time to revisit in higher regard. There’s something special about the games that call out to me even when all is said and done, that I can’t help but want to make the time for again. Most recently, I’ve found myself with a burning desire to revisit The Legend of Zelda: A Link Between Worlds in my free time. I had first played and beaten the game in 2024, where it very quickly became my favorite top-down entry in the series. I’ve always gravitated towards Zelda’s 3D offerings more than its 2D ones, and yet ALBW just provides me with something that no other game in the series does in quite the same way. Mainly, it’s the game's refreshing yet familiar take on the traditional Zelda gameplay loop.
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| One of the finest entries for both Zelda and the 3DS |
Before Breath of the Wild hit the scene, most Zelda games had a structure that was pretty set in stone. Players would go through the first set of dungeons in the first half, a midpoint event would occur, and then they’d handle the dungeons in the second half of the game before tackling the final boss. Generally speaking, while there might be some wiggle room to tackle dungeons out of order, the idea is that the player takes on the dungeons in the order the story guides you towards. Attempts to stray off from the beaten path are often thwarted by the lack of a dungeon item needed to progress such as the bombs or hookshot. While not every game follows this exact structure, it was what the series was generally known for until Breath of the Wild dropped in 2017. This series defining entry gave players total control over story progression, if they even want to progress the story at all. BotW doesn’t stop you from completely ignoring the Divine Beasts and memories in favor of just beelining towards Calamity Ganon. The shift in style is awe-inspiring, though some could argue a bit too radical. To go from a completely guided experience such as Twilight Princess or Skyward Sword to one that’s completely hands off, while not bad in the slightest, could be seen as too drastic by some. That’s where A Link Between Worlds comes in, a game I believe serves as a sort of bridge between these two distinct approaches to the Zelda formula, and in doing so crafts a unique identity all for itself.
Once you’ve completed the first tutorial dungeon of ALBW you’re given access to Ravio’s Shop, where you're allowed to rent out any of the items that would normally only be given to you in the middle of a traditional dungeon. The bow, the bombs, the ice and flame rod, the hookshot; Ravio’s got it all with the sole exception of the sand rod (which someone else in the story rented). Not only that, but completing the first dungeon also allows you to tackle the following dungeons in any order you please, which allows ALBW to be ripe with possibilities for replays. Do you tackle dungeons in order of how difficult you find them? Maybe you dedicate a playthrough to doing the dungeons based on how much you like each item? The choice is yours and because of that ALBW really separates itself from most other Zelda games. It's not the first entry to allow for wiggle room, the original NES classic and A Link to the Past for example had their fair share of player wiggle room as well. But ALBW makes the best effort to be friendly and approachable with it's dungeon and story progression in such a strong way. That being said, there are still limitations in place.
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| This is Ravio. A loveable guy who's going to end up your best friend. |
The general plot structure of ALBW has dungeons segmented off in a similar way to previous games, particularly A Link to the Past. So the player is still required to do the first 3 dungeons, the midpoint, the next 5 dungeons, and then take on Lorule Castle for the end game. Seeing as Lorule isn’t unlocked until the story's midpoint, you can’t just make a beeline for its dungeons the moment Ravio’s Shop opens. The dungeons are also labeled by which item is required to beat it, so players are required to use each item at some point in time. Seeing as the sand rod isn’t immediately rentable, you also can’t take on the dungeon that requires it until you complete the series of story events to retrieve it. This is why I argue that the game serves as a bridge between the old style of Zelda from years past and the modern style of Zelda introduced by BotW. The point A to B structure of the series hasn’t gone anywhere, and you can’t just do whatever you please and be done with it. Instead ALBW allows for however is a more free form take on that classic formula, one that shook up the traditional foundation of the series before BotW shattered it.
Because of this structure, I find myself dying to do a second playthrough of ALBW. A rare occurrence for me, especially with Zelda. The more open take on classic Zelda that retains a set structure just appeals to me in a way that not a lot of other games do. The balance struck between a linear narrative and player expression makes the game shine brighter in my eyes. That’s not to say that I loathe completely linear or completely open experiences, but the former can be too restrictive while the latter I find overwhelming more often than not. With ALBW, I get the best of both worlds. There’s a definitive plot that outlines clear goals for me to achieve, and the ability to achieve those goals in almost any order I wish thanks to the implementation of Ravio’s Shop. It’s expertly designed, and gives ALBW an incredibly strong niche.
With the prospect of a second playthrough on my mind, I find myself constantly questioning just how I want play the game when it happens. What items and dungeons would I prioritize? The choice will be mine, and that personalization goes a long way. By being able to inject my own preferences into a normally linear structure, I’m able to enjoy that structure in a completely new way. I hold the game in such high regard because of it. Despite the many comparisons that can be made between A Link to the Past and A Link Between Worlds, I still feel as if there's just nothing quite like ALBW for me. I love this game, the level of control over your progression it provides, and how it provides that control. It stands as my favorite 2D Zelda game, and I can't wait to see how a second playthrough plays out.


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