![]() ![]() One of the strengths of ATTP is its cryptic nature and how important stuff that's needed to clear the game is not hinted to you by its "main" campaign, instead you need to find items on your own that are not hinted clearly, for instance, the game would tell you to get to point A to advance to the next point of the story although when you arrive to A you'll find that you can't advance but you'll notice a symbol or color of a certain item that you need, the game doesn't tell where or what it is so you need to explore the map with whatever new item you'll have and find the one thing that you don't know what it is, but you'll know when you see it, for this reason, you'll be rewarded when you explore its world in-between dungeons, although I believe this is one the game's strengths I think that it can also be one of its flaws, to some people at least,ĪTTP is a game of swords, double edged swords more precisely, when you are prompted to look for an item you currently don't have, if you enjoy to explore its world it will be a fun experience even if you're "stuck" in that phase for some time, but what happens if by some reason you simply can't find said item? this could easily transform into a frustrating and long repetitive backtracking phase, the luck factor of getting something is a little high to me at least, although this only happened to me at one time I think it's worth to note if you're a player who doesn't enjoy to wander around without direction. Often (in my experience of course), when people talks classic Zelda, always are the original one or Ocarina of Time for most of them, but ever is one more energetic and passionate person even a little snobbish who'll tell me how ATTP is the better Zelda experience and how what came after isn't as great or a rip-off, having beaten it I'm not sure if I agree with this sentence but I surely now understand why people love this game so much.Ī Link to the Past starts without losing time and getting you right into the action without explaining a lot, a formula that will repeat for the rest of the game and never loses its steam or charm, after beating a dungeon you'll be prompted or hinted to get to the next one, at first the hints will be direct almost linear, but at some point in the middle of the road the game releases your hand and you're on your own, a thing that I enjoyed a lot because the map practically begs you to be explored by you, to backtrack and find every item and secret it has to offer. ![]()
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