The Legend of Zelda has seen plenty of interpretations, but at the core of each game (more often than not) is a young hero struggling to break the cycle of the past. With each Zelda game comes familiarity--that's part of the charm--but rarely does Nintendo opt to play with the series' formula as readily and gleefully as it has with A Link Between Worlds.
This handheld adventure weaves together the best elements of the series--exploration, puzzles, and beautiful, considered combat--with such flair and panache that you'll be thinking of Hyrule's nooks and crannies long after you shut the lid on the 3DS. Its core feature, the ability for Link to turn into a painting and traverse the walls, throws open a whole new perspective that makes you look at Hyrule in a new way. The dungeons pay homage to predecessor A Link to the Past, but each carefully constructed corridor is a bountiful, fresh experience for newcomers and veterans alike. You could define it as a sequel, but that wouldn't do it justice: A Link Between Worlds is so much more than that.
It's the most imaginative title in the series for a good long while, and a game so quintessentially Nintendo that it reminds us why we love them so much. Whereas Twilight Princess and Skyward Sword felt burdened by the series' lofty and weighty history, A Link Between Worlds feels revitalized, spurred on, and freed by it. If only all games could ripple with as much excitement and imagination as this one.
With its retro graphics and chiptune music, Adventure Time: Explore the Dungeon Because I Dont Know initially seems to be a charming extension of the hit TV series. Prisoners have apparently found a way to escape from the dungeon built underneath the Candy Kingdom, leading Princess Bubblegum to charge heroes Finn and Jake with the task of exploring its 100 levels to figure out just whats going on.
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Adventure. The word suggests danger, daring, and excitement, perhaps a journey into the perilous unknown. In Adventure Time: Explore the Dungeon Because I DON'T KNOW, you do indeed venture into dangerous realms, but all you find there is unadulterated drudgery. The game possesses none of the whimsy and imagination of the cartoon that inspired it. This is dungeon-crawling at its dullest and most rudimentary.
Princess Bubblegum has summoned the heroes of the realm, charging them with exploring the Secret Royal Dungeon beneath her castle and dealing with the rambunctious monsters who are not so securely imprisoned there. Unfortunately, she doesn't warn Finn, Jake, and the rest of the gang that it's more likely that the boredom will kill them than the monsters. You trudge through floors of the dungeon, hacking away at enemies and picking up piles of treasure here and there. That's pretty much it.
Of course, there are some great games that rely on this basic premise. Some offer you a diverse range of attacks that feel powerful and are satisfying to use. Some pit you against memorable foes who use attacks that require you to play smartly if you hope to emerge victorious. Some include deep character customization options. Some have terrific gear you can find and equip to make your hero increasingly more powerful. Adventure Time has none of this. The game takes a few cues from the landmark multiplayer arcade dungeon crawler Gauntlet, but despite having the benefit of nearly 30 years' worth of genre advances and innovations to draw upon, Adventure Time fails to even be as exciting a game as that old quarter-muncher.
Yes, there are a number of playable characters with different abilities. Marceline can float right over pits and traps, for instance, while the Ice King can freeze enemies. But no matter which character you choose, the exploration remains slow and tedious; the dungeons remain bereft of interesting places, enemies to fight, or items to discover; and the combat remains excruciatingly shallow and simplistic. No subweapon you might find and pick up in the dungeon, be it a kitten gun or a fire hose (that is, a hose that shoots fire) does anything to liven up the process of pushing buttons mindlessly until monsters fall before you. You can play with up to three friends, but then you're all just sharing a miserable experience.
Adventure. The word suggests danger, daring, and excitement, perhaps a journey into the perilous unknown. In Adventure Time: Explore the Dungeon Because I DON'T KNOW, you do indeed venture into dangerous realms, but all you find there is unadulterated drudgery. The game possesses none of the whimsy and imagination of the cartoon that inspired it. This is dungeon-crawling at its dullest and most rudimentary.
Princess Bubblegum has summoned the heroes of the realm, charging them with exploring the Secret Royal Dungeon beneath her castle and dealing with the rambunctious monsters who are not so securely imprisoned there. Unfortunately, she doesn't warn Finn, Jake, and the rest of the gang that it's more likely that the boredom will kill them than the monsters. You trudge through floors of the dungeon, hacking away at enemies and picking up piles of treasure here and there. That's pretty much it.
Of course, there are some great games that rely on this basic premise. Some offer you a diverse range of attacks that feel powerful and are satisfying to use. Some pit you against memorable foes who use attacks that require you to play smartly if you hope to emerge victorious. Some include deep character customization options. Some have terrific gear you can find and equip to make your hero increasingly more powerful. Adventure Time has none of this. The game takes a few cues from the landmark multiplayer arcade dungeon crawler Gauntlet, but despite having the benefit of nearly 30 years' worth of genre advances and innovations to draw upon, Adventure Time fails to even be as exciting a game as that old quarter-muncher.
Yes, there are a number of playable characters with different abilities. Marceline can float right over pits and traps, for instance, while the Ice King can freeze enemies. But no matter which character you choose, the exploration remains slow and tedious; the dungeons remain bereft of interesting places, enemies to fight, or items to discover; and the combat remains excruciatingly shallow and simplistic. No subweapon you might find and pick up in the dungeon, be it a kitten gun or a fire hose (that is, a hose that shoots fire) does anything to liven up the process of pushing buttons mindlessly until monsters fall before you. You can play with up to three friends, but then you're all just sharing a miserable experience.