Why The Legend of Zelda: A Link Between Worlds is Still the Best 2D Zelda Ever Made

Why The Legend of Zelda: A Link Between Worlds is Still the Best 2D Zelda Ever Made

Honestly, people usually jump straight to A Link to the Past or Ocarina of Time when they talk about the "perfect" Zelda game. It makes sense. Those are the heavy hitters. But there’s a specific kind of magic in The Legend of Zelda: A Link Between Worlds that Nintendo hasn't quite replicated since it launched on the 3DS back in 2013. It wasn't just a nostalgia trip. It was a mechanical revolution disguised as a handheld sequel.

Think about the guts it took to revisit the exact map of the 1991 SNES masterpiece. Most developers would just call that a remake. Nintendo didn't. They took that familiar top-down perspective and basically broke every "rule" that had governed the franchise for two decades.

You weren't stuck in a linear loop anymore. Remember the frustration of getting to a dungeon only to realize you didn't have the hookshot? That was gone.

Breaking the Linear Shackles of Hyrule

The biggest shift in The Legend of Zelda: A Link Between Worlds was the item rental system. It sounds boring when you describe it as a business transaction with a guy named Ravio who wears a purple rabbit hood. It’s not. It was a massive middle finger to the "Key-Item-in-Dungeon" formula that had become a bit of a slog in games like Skyward Sword.

Ravio moves into your house. He sets up shop. Suddenly, you can rent the Hammer, the Fire Rod, or the Boomerang for a few rupees right at the start.

If you die, he takes them back. That’s the catch. It added a layer of actual stakes to exploration that 2D Zelda games usually lacked. Because you had access to almost everything immediately, the world opened up. You could tackle the dungeons in Lorule—the dark, fractured mirror version of Hyrule—in almost any order you wanted. This wasn't just "player choice" as a buzzword. It was fundamental game design that paved the way for the total freedom we eventually saw in Breath of the Wild.

Some purists hated this. They argued that it ruined the sense of progression. I disagree. It shifted the focus from "finding the tool" to "using the tool creatively." The challenge wasn't getting the item; it was mastering the dungeon layout built around it.

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The Wall Merging Mechanic is Pure Genius

Let's talk about the painting thing.

When Link merges into a wall to become a 2D drawing, the perspective shifts. It’s brilliant. You’re walking along a cliffside, see a gap you can’t jump, and suddenly you’re flat against the rock, sliding past the abyss. It changed how we looked at the environment. It wasn't just a floor and some walls anymore. The walls were the floor.

This mechanic allowed the developers to hide secrets in plain sight. You’d see a piece of heart on a high ledge and spend ten minutes trying to find a ladder, only to realize you could just merge into a wall three screens away and walk right over to it. It’s tactile. It feels like you’re cheating the game’s own physics, which is the best feeling a player can have.

Eiji Aonuma, the long-time producer of the series, mentioned in various interviews during the game's launch that the idea actually came from thinking about how Link would look if he were "stuck" in a 2D plane. It turned into the game's defining feature. It also allowed for some of the best boss fights in the series—bosses that require you to pop in and out of the 2D plane to avoid attacks or find a weak spot.

Lorule vs. Hyrule: A Tale of Two Kingdoms

The story of The Legend of Zelda: A Link Between Worlds is surprisingly heavy for a game that looks so colorful and "chibi." You have Princess Hilda. She’s the counterpart to Zelda, ruling over a dying world called Lorule.

Lorule is a wreck. It’s literally falling apart, with giant chasms splitting the earth. The lore here is fascinating because it mirrors the history of Hyrule but with a tragic twist. In Lorule, they decided to destroy their Triforce to end the wars fought over it. It backfired. Their world started to rot without its spiritual foundation.

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Hilda isn't a standard villain. She's desperate. Her motivation is the survival of her people, which makes her far more interesting than Ganon’s usual "I want to rule everything because I'm evil" vibe. And then there’s Yuga. The guy turns people into paintings. It’s creepy. It’s a very different kind of threat that feels personal, especially when he starts snatching up the descendants of the Seven Sages.

  • Hyrule: Bright, familiar, nostalgic.
  • Lorule: Dark, jagged, desperate, and filled with some of the best remixes of classic Zelda tracks you'll ever hear.

The way you jump between worlds through cracks in the wall—using that 2D merge power—is seamless. It keeps the pacing fast. There's no long loading screen or "Dark World" cutscene every time you switch. You just slip through a crack and you're there.

Difficulty and the "Hero Mode" Gap

One legitimate criticism of the game is that the base difficulty is a bit low. If you're a Zelda veteran, you'll probably breeze through the first half of the game without seeing a "Game Over" screen.

However, Nintendo hid a "Hero Mode" behind the first completion. In Hero Mode, you take four times the damage. Suddenly, that rental system becomes terrifying. If a single mistake means losing all your rented gear and a chunk of change, you play differently. You scout. You use your shield. You actually care about those blue potions.

The Technical Wizardry of 60 FPS

We need to give credit to the technical team at Nintendo EPD. The Legend of Zelda: A Link Between Worlds runs at a rock-solid 60 frames per second, even with the 3D effect turned all the way up.

In an era where many handheld games were struggling to hit a stable 30, this was a massive achievement. The fluidity makes the combat feel incredibly responsive. When you swing the Master Sword, it’s instant. When you dodge a beam from a Beamos, it’s precise.

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The 3D effect wasn't just a gimmick here, either. Because it’s a top-down game, the 3D added actual depth perception that helped you judge jumps and the height of different platforms. It’s one of the few games on the 3DS where I’d actually recommend keeping the 3D slider on. It makes the world look like a living diorama sitting in the palms of your hands.

Why You Should Play It Right Now

If you haven't played it, or if it's been sitting in your "backlog" for a decade, go get it. It’s easily the most "playable" Zelda. By that, I mean there's almost zero friction. You start the game, and within fifteen minutes, you're in the first dungeon. There’s no three-hour tutorial about herding goats or catching fish.

It respects your time.

The game also features the "StreetPass" ghost battles, which were a huge deal back in the day. You could set up a version of your Link—equipped with your favorite items—and other players would fight your "Ghost." Even though StreetPass isn't what it used to be, the local AI battles are still a fun way to test your combat skills and earn some extra rupees for those expensive permanent item purchases.

The Legend of Zelda: A Link Between Worlds managed to do something nearly impossible: it satisfied the nostalgic cravings of fans who grew up with the SNES while completely reinventing what a Zelda game could be. It proved that you don't need a massive 3D open world to provide a sense of total freedom.

Sometimes, all you need is a crack in a wall and a purple rabbit living in your house.

Actionable Insights for New Players

If you're booting this up for the first time, keep these tips in mind to maximize your experience:

  1. Prioritize the Blue Mail: Once you get to Lorule, seek out the Blue Mail in the Swamp Palace as soon as possible. It cuts damage taken by half, which is a lifesaver before you hit the later, harder dungeons.
  2. Buy, Don't Just Rent: As soon as you have the cash, buy the items you use most (usually the Bow or the Hookshot). Once you own an item, you can upgrade it by finding "Lost Maiamais"—little octopus creatures hidden all over the map. Upgraded items, like the Nice Fire Rod, are significantly more powerful.
  3. Hunt for Maiamais Early: There are 100 of these little guys. For every 10 you find and return to their mother, she’ll upgrade one of your purchased items. The upgrades aren't just stat buffs; they often change how the item functions entirely.
  4. Talk to the Rumor Birds: If you're stuck, these NPCs actually give decent hints without spoiling the puzzles completely.
  5. Experiment with the Hint Ghosts: If you really get stumped, use the Play Coins on your 3DS (if you still have them!) to talk to the Hint Ghosts scattered around. They’ll show you exactly what you’re missing in a specific room.

The game is a masterclass in density. Every square inch of the map has a purpose. No empty fields, no wasted travel time. Just pure, distilled adventure. It’s the kind of game that reminds you why you started playing video games in the first place. It’s fun, it’s clever, and it’s unapologetically Zelda.