The Legend of Zelda: A Link Between Worlds is Still the Best 2D Zelda and It’s Not Even Close

The Legend of Zelda: A Link Between Worlds is Still the Best 2D Zelda and It’s Not Even Close

Honestly, the 3DS era was a weird time for Nintendo. They were trying to figure out how to make 3D relevant without making everyone sick, and then they dropped The Legend of Zelda: A Link Between Worlds. It felt like a gamble. Following up on the legacy of A Link to the Past is basically sacrilege in the gaming world. How do you touch a masterpiece? You don’t. You rewrite the rules instead.

Most people remember the wall-merging mechanic. It was cool, sure. But the real reason this game matters—the reason it still holds up years later—is that it finally stopped treating the player like a child. It broke the "Zelda formula" before Breath of the Wild even existed. It gave us freedom.

The Rent-a-Hero System Changed Everything

Remember the old days? You’d go into a dungeon, find the hookshot, use the hookshot to beat the boss, and then never use the hookshot again until a specific puzzle appeared three hours later. It was predictable. The Legend of Zelda: A Link Between Worlds threw that out the window.

Ravio is a weirdo. Let’s just call it like it is. This purple-hooded guy moves into your house and starts charging you rent for essential items. At first, it feels annoying. You want the Fire Rod? Give him some rupees. You want the bombs? Pay up. But this shift changed the entire pacing of the game. Because you could get almost every item right at the start, the world opened up immediately.

You weren't gated by the story anymore. If you wanted to tackle the Swamp Palace first, you could. If you had enough cash to rent the Ice Rod and the Hammer, the world was your oyster. It turned the game into a non-linear playground. Of course, the catch was that if you died, Ravio’s little bird minion, Sheerow, would swoop in and take all your rented gear back. Talk about high stakes. It made exploration feel dangerous again.

Hyrule vs. Lorule: A Tale of Two Kingdoms

The game isn't just a remake of the SNES map. While the layout of Hyrule is almost identical to A Link to the Past, the introduction of Lorule added a layer of grime and desperation that the series desperately needed.

Lorule isn't just "Dark Hyrule." It’s a broken mirror.

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Princess Zelda has Hilda. Link has... well, Ravio. The Triforce in Lorule was destroyed to end wars, but that choice ended up rotting the kingdom from the inside out. It’s a heavy theme for a handheld game. You see characters who are parallels of people you know in Hyrule, but they’re twisted by their circumstances. The Milk Bar owner, the blacksmith, the lost kids—they all have these tragic counterparts that make you actually care about saving a world that isn't even yours.

The way you move between these worlds is through cracks in the wall. This ties directly into the 2D-to-3D painting mechanic. It wasn't just a gimmick for puzzles; it was the literal bridge between two dying realities.

Why the Wall Merging Actually Worked

Most "innovative" mechanics in Zelda games feel a bit forced. Looking at you, Skyward Sword motion controls. But turning into a painting? It felt natural.

It changed how you looked at the environment. Suddenly, a flat wall wasn't an obstacle; it was a highway. You’d be standing on a ledge, looking at a chest across a gap, and instead of looking for a bridge, you’d look for a continuous surface. It forced your brain to shift from 3D navigation back to 2D logic while maintaining a 3D perspective. It’s a masterclass in level design.

The Technical Wizardry of 60 FPS

Nintendo did something rare with The Legend of Zelda: A Link Between Worlds. They prioritized frame rate over raw visual fidelity.

The game runs at a buttery smooth 60 frames per second, even with the 3D effect turned all the way up. This matters more than you think. In a top-down action game, responsiveness is king. When you’re fighting a boss like Moldorm or trying to time a perfect parry, that lack of input lag makes the game feel modern. Even today, playing it on an old 3DS XL, it feels snappier than many modern Switch titles.

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The art style was divisive at launch. People called it "plastic" or "toylike." Maybe it is. But in motion? It’s gorgeous. The way the shadows fall and the way the world pops in 3D creates a literal diorama effect. It looks like a living board game.

The Difficulty Curve (Or Lack Thereof)

If there's one valid criticism of the game, it's that it’s a bit on the easy side. If you're a veteran, you'll probably breeze through the main quest. The rental system, while revolutionary, means you can become overpowered very quickly.

However, Hero Mode fixes a lot of this.

Once you beat the game once, Hero Mode unlocks and quadruples the damage you take. Suddenly, those cute little soldiers in Hyrule Castle can one-shot you. It turns the game into a survival horror experience where every rupee spent on a rental is a massive financial risk. If you haven't played the game on Hero Mode, you haven't really experienced the tension the developers intended.

Breaking the Sequence

Speedrunners love this game. Because of the non-linear item system, there are dozens of ways to optimize a run. You can skip massive chunks of dialogue and cutscenes. You can tackle dungeons in orders that the developers probably didn't even fully stress-test.

This level of freedom was a direct reaction to the criticism of Twilight Princess and Skyward Sword, which many felt were too "hand-holdy." Eiji Aonuma, the long-time producer of the series, specifically mentioned in interviews around 2013 that they wanted to "rethink the conventions of Zelda." This game was the laboratory for the ideas that eventually became Breath of the Wild.

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The Ending That Actually Lands

No spoilers here, but the finale of The Legend of Zelda: A Link Between Worlds is genuinely touching. It’s not just "Link kills Ganon and everyone claps." It deals with themes of sacrifice, the burden of leadership, and the consequences of trying to do the right thing for the wrong reasons.

Hilda is one of the most complex "antagonists" in the entire franchise. You can't even really call her a villain. She’s a desperate leader trying to save a crumbling world. Her motivations are 100% understandable, which makes the final confrontation feel much more personal than just another fight against a giant pig monster (though Yuga is a great, flamboyant creep in his own right).

What You Should Do Now

If you have a 3DS gathering dust in a drawer, go find it. This game is the reason that handheld exists.

  • Prioritize the Blue Mail: It’s hidden in the Swamp Palace in Lorule. It cuts damage by half. Get it early.
  • Buy, Don't Rent: As soon as you have the cash, buy the items from Ravio. Once you own them, you can upgrade them by finding Mother Maiamai's lost babies. The "Nice" versions of items (like the Nice Fire Rod) are absurdly powerful.
  • Talk to the NPCs: The writing in this game is surprisingly witty. The rumors, the gossip, and the general weirdness of the characters provide a lot of flavor that you'll miss if you just rush from dungeon to dungeon.
  • Use the StreetPass: If you can still find people to StreetPass with, the Shadow Link battles are a fantastic way to earn easy rupees and test your combat skills.

This isn't just a nostalgia trip for people who liked the SNES original. It's a tight, expertly paced adventure that respects your time and your intelligence. It’s a reminder that sometimes, to move forward, you have to look back and break everything that made the "old way" work.

Go play it. Seriously.

The game remains a high-water mark for the series because it understands that "Zelda" isn't about a specific order of events. It's about the feeling of being small in a world that is vast, dangerous, and full of secrets. Whether you're merging into a wall to bypass a locked gate or diving into the dark world of Lorule to save a princess who might not want to be saved, the game never stops surprising you. It’s the perfect bridge between the rigid puzzles of the past and the total chaos of the modern open-world era.