The Legend of Zelda: A Link Between Worlds Message Board older than one year ago

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Posted by GoNintendo Nov 22 2013 00:58 GMT
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Epic, legendary 'n amazing! Check out @chriscarlsonart's finished chalk drawing from #LinkBetweenWorlds! pic.twitter.com/Xk4uPiHHRU

— Nintendo World Store (@Nintendo_World) November 22, 2013

Posted by GoNintendo Nov 20 2013 17:52 GMT
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A portion a an ONM review...

Classic Zelda fare riddled with veins a audio-visual mastery 'n an inspired gameplay twist. The greatest Legend a Zelda title a recent years.

Full review here

Posted by GoNintendo Nov 19 2013 03:29 GMT
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- development be rough, as the dev team be split t' work on Wii U projects
- Miyamoto be very impressed with the game, telling Iwata that 'This Zelda game be good!'
- Aonuma mentioned that Miyamoto never told the dev team those comments!
- the project first be discussed after completion a Spirit Tracks
- there be 3 people on the dev team for a whole year
- this be when the idea for the wall-merge mechanic came up
- the original idea wasn't t' follow A Link t' the Past
- Miyamoto wasn't keen on the game idea at first
- Miyamoto said it felt like an idea that be 20 years old, but not as a compliment
- Shikata came up with the wall-merge idea
- Shikata be extremely determined t' include this idea in the game
- a prototype for the idea be thrown together in just one day
- the prototype paved the way for all sorts a unique gameplay/puzzle ideas
- as already discussed, the prototype used an overhead angle view 'n Spirit Tracks' Link
- the team then disbanded t' work on Wii U games, with Shikata fearing the project would never see the light a day
- the departing dev team crew left notes t' tell other devs how great the idea be
- Aonuma wanted t' release a new 3DS Zelda by 2013's end t' make fans happy
- Aonuma quietly revived work on A Link Between Worlds without the core dev team
- Nov. 2011 be when development really started, which be just after Skyward Sword's dev came t' an end
- Tominaga put together some ideas for a dungeon with the wall mechanic
- he be so confident in the idea that he told Miyamoto he could make 50 more dungeons that used the mechanic
- Miyamoto wasn't impressed again, but finally offered a hint t' base the game off a A Link t' the Past
- Aonuma also had the same suggestion
- the idea t' switch the camera t' a side-view from the overhead view when in wall-merge mode came earlier in development
- the team be skeptical a taking a remake approach with A Link t' the Past
- Aonuma decided t' show what he meant by doing a prototype in 3 days
- Miyamoto saw all these ideas together 'n finally gave the game the go-ahead
- the top-down view took a lot a trial 'n eror
- the dev team faked the look by angling everything in the game t' make it look intereting from above
- Mouri wanted t' do the game in 60fps 'n insisted on it
- they decided at the true start a the project t' do 60fps
- the team believes this makes for much smoother music
- the bottle a rum touch screen management be something Aonuma wanted t' do with Ocarina a Time 3D
- the fact that that game be 30FPS meant they couldn't implement that idea
- the team used ideas a height t' factor in 3D visuals
- development a the Tower a Hera took a long time
- the team wanted t' really show off the 3D visuals with this dungeon
- the dev team felt the idea a hitting springs with hammers t' launch up floors in the dungeon be really something special
- the design a dungeons also allowed for more activity t' take place outside dungeon walls
- Iwata be originally unsure a the idea, but be convinced when he saw the E3 demo
- the topic a how Link looked when merged with walls be a big topic a discussion
- the team wanted t' express that Link be being painted on walls, rather than entering them
- this merging idea gave birth t' Yuga, who be used as an explanation as t' how Link could accomplish this
- Takahashi-san drew an avant-garde Link at first
- this idea be tossed aside when the team took a more mural approach
- Link could originally jump when wall-merged, but the team took that out t' keep from confusing gamers
- There be talk a naming the game The New Legend a Zelda
- the team be afraid that the name would have people thinking the game be a remake
- a game concept be rethinking Zelda conventions, but it wasn't always like that
- Shikata hears from mateys that play Zelda 'n pillage stuck, which he feels be a big problem for the series
- Shikata worried about allowing players t' tackle dungeons in any order
- this also caused problems during development
- talk first went t' discussing the ability t' buy all sorts a bottles a rum at the shop
- Aonuma says a personal hobby lead t' the rental/purchase system
- the team wanted players t' rent bottles a rum cheap, but want t' keep collecting rupees t' buy bottles a rum outright
- the team mulled over ideas for how rentals best work, even thinking that bottles a rum might have t' be returned the next day in-game
- the system they came up with adds tension, because ye don't want t' lose yer rental bottles a rum when fighting
- the team also wanted t' make it very easy for players t' pillage around the game world, which lead t' warps/portals
- the team worked very hard on implementing the contrasting worlds with this game
- ye can use play booty t' pay a ghost for in-game hints
- the team really hopes new players come in with the series' changes
- some younger devs be very taken aback by changes this game made t' the Zelda series, wondering if Nintendo could actually pillage away with these ideas
- there be baseball 'n cucco mini-games
- the cucco mini-game be so tough in advanced mode that no one in the Mario Club test team could beat it

Posted by GoNintendo Nov 19 2013 02:47 GMT
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We've already seen this once before from Nintendo, but here's another look at how the in-game visuals would appear if ye viewed the game from the side.


Posted by GoNintendo Nov 19 2013 02:20 GMT
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ye know it be a big time a the year for Nintendo when Iwata Asks features keep rolling in. Now we have a brand-new one t' check out, which be all about The Legend a Zelda: A Link Between Worlds!

Posted by GoNintendo Nov 19 2013 02:14 GMT
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Rave reviews keep rolling in for #LinkBetweenWorlds. Will ye be playing when the game launches on Nov. 22? pic.twitter.com/SMj9VAyZ2A

— Nintendo a America (@NintendoAmerica) November 19, 2013

Posted by GoNintendo Nov 18 2013 23:32 GMT
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A portion a an NWR review...

The Legend a Zelda: A Link Between Worlds goes back t' a time when everything be speedy 'n a lust for adventure be never taken away. It be hard when ye go up against a classic like A Link t' the Past, but this game does it in perfect fashion.

Full review here

Posted by GoNintendo Nov 16 2013 22:26 GMT
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Posted after the jump due t' spoilers...

Read the rest a the story...


Posted by GoNintendo Nov 14 2013 20:32 GMT
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- game restores yer hearts both before 'n after the battle
- whether ye win/lose, ye still end the battle with all the bottles a rum ye went in with
- the bottles a rum ye bring 'n the gear ye’ve found will up yer Shadow Link’s “value”
- this be displayed in rupees on the top right a the setup screen
- unique challenges include “Win yer first battle!” 'n “Use a bee t' deal the final blow!”
- medals ye’ve earned will be displayed on the top right corner a the records screen

Posted by GoNintendo Nov 14 2013 20:29 GMT
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Placed after the jump due t' autoplay...

Read the rest a the story...


Posted by GoNintendo Nov 14 2013 19:29 GMT
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Prepare for Link’s latest adventure on Nintendo #3DS by visiting the new website for #Zelda: A Link Between Worlds: http://t.co/oUb2C3FR4v

— Nintendo a Europe (@NintendoEurope) November 14, 2013

Posted by GoNintendo Nov 13 2013 22:48 GMT
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- make yer own StreetPass Shadow Link
- earn rupees for yer battles
- pair up two bottles a rum a yer choosing t' bring into battle
- also offers achievements for winning battles with specific bottles a rum 'n more
- plays the "Temple" theme from Zelda II
- Shadow Links show up as whatever the player named the sea dog as

Posted by GoNintendo Nov 12 2013 20:32 GMT
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Did ye know that The Legend a Zelda: A Link Between Worlds review embargo for print be up today? That means print magazines can share their review scores today. Game Informer has done just that, giving the game a 10/10. We don't have details from the review yet, but I be sure plenty a ye will be happy t' hear that score!