Review falithes 3/5 · Jan 20, 2026
Link's Quest
Like with Castlevania's Simon's Quest, this is an odd pivot. One critical difference though between those games: Simon's Quest still had a lot of features from the original Castlevania game. It was after all a 2-D action game with items, bosses and gauntlets. The RPG elements certainly changed the game, but the moment to moment gameplay on a screen was …
Like with Castlevania's Simon's Quest, this is an odd pivot. One critical difference though between those games: Simon's Quest still had a lot of features from the original Castlevania game. It was after all a 2-D action game with items, bosses and gauntlets. The RPG elements certainly changed the game, but the moment to moment gameplay on a screen was loosely similar. Albeit progression became obtuse with the shift to exploration and RPGs. Zelda 2, much like Simon's Quest, also has a focus on exploration, RPG and 2-D action.
What makes Zelda 2 so odd is how it combines together elements of 2-D action side scrollers with Final Fantasy style RPGs. They don't combine together seamlessly, but it's not as terrible as you may think (while also not being good either).
The first screen of the game is again actually pretty good (not as brilliant as Zelda 1). You see Zelda in the background asleep, communicating to you the quest of the game (realistically you would need to read the instruction manual to fully understand, but that was expected of you back in the day). This is also a 2-D screen, allowing you a safe space to come to grip with the new controls. You can exit either left or right and both will lead you to the right place. Then you exit Hyrule and are greeted with the overworld. This was pretty jarring the first time. It moves and feels like a classic turned based JRPG. There is a road that does lead you to two different towns. While moving on the overlord, eventually 3 random sprites will appear and run at you (it's possible to avoid but really hard). When one of these sprites collide with you, you enter an action screen. You can view these as a 2-D version of an action RPG battle screen. These are small, have the same theme as the tile you were on when the collide happen. And you basically just need to move off the screen to go back to the overworld (killing enemies isn't necessary but gives XP and other rewards).
You can theoretically grind levels, it is an RPG after all, but honestly grinding isn't really necessary. It does help, but I never had to grind. I just killed most enemies I encountered and tried to collect XP bags when I saw them. Combat is odd... for one thing, a lot of enemies are tanky, move erratically and can block your attack. They clearly wanted to create the feeling of dueling enemies. They got in the ballpark, but it still feels very janky and unreliable. Most of the time, I just figured out a way to cheese an enemy, rather than try to react and duel. A lot of early enemies aren't too bad, dying in a few hits and not able to block. But once you start encountering the knights, which is pretty early on, shit gets real.
These knights are able to block and attack from two different planes. Making hitting them and avoiding damage very hard. You might be crouched to stab the knight under their shield, but they might swing high and hit you while you hit them... the NES had limitations on its control scheme, which was certainly part of the issue. Another bigger issue though is it seemed like the enemies could react to you input. So you try to strike high, the game reads it then reacts... making fighting pretty frustrating and boils down to luck to score hits. If you are in a high ceiling room, I found jumping and attacking to be the most reliable way to deal with knights. If you time it right, you can hit them, back off to avoid their attack, then jump in again. The knights do escalate over the course of the game though.
There's one variation that throws knives at you. They at first will only throw one at a time, but land a hit, and they unleash a combo of knife throws, that will vary between high and low and need to be guarded. When I realized they would throw a barrage after an attack, I was able to actually react to them which was satisfying. But some of the other, more difficult enemies don't have this luxury. Such as the bird knights in the final dungeon who constantly throw a barrage of knives at you while jumping around. Fuck these guys. They are so frustrating to fight.
I did like the combat by the end. It certainly takes a while to get used to it, and it is janky, but I did still find it fun by the end. It certainly needed improvements, enemies felt pretty unfair a lot of the times, particularly knights in rooms where you can't jump, so you just have to rely on glitching out it's input reader to your actions...
Fighting is mostly necessary since you get XP for each kill. There are still heart containers and magic jars that increase your mana (first Zelda game to have a magic meter). You don't get an upgraded sword, instead, this time around you level up your sword while leveling. You don't get to pick which stat gets upgraded on a level up, that all happens automatically, but you can see what levels up next on the pause menu.
There are also magic spells you learn throughout your Quest. Some of these are necessary. To use them, you pause, select, then unpause and push the select button to use. It's clunky, but there were limited controller options on the NES. You also get power ups that unlock new abilities for Link. These are mostly used to get past environmental obstacles, such as a hammer to smash boulders, or boots that let you walk across some water.
Progression in this game is fairly linear. You have the roads that will mostly guide you to the key towns, though you will have to venture off the beaten path to get to the Palaces (the dungeons in this game). In town, townsfolks will give you hints and at these locations are where you will always get spells and new sword abilities. Kind of a fun detail is how Link's upward thrust and downward thrust of Super Smash Brothers comes from this game. You learn both of those abilities over the adventure. There are issues with the hints in this game. At least the version I played. Two times a Townsfolk told me where I needed to go, but used the opposite cardinal direction of where I needed to go. So the Palace is East? They told me West! So that was frustrating, but I eventually figured it out.
Palaces are needed to reach the final Palace and they also will always contain one treasure, typically used to traverse past an obstacle. Palaces themselves are far more linear than Dungeons were in Zelda 1. Often times, you will want to clear each floor, before going deeper, rinse and repeat. Like with Zelda 1, most of the focus of these Palaces are combat and searching for keys. There are bosses, but a decent amount of them will feel kind of samey to each other, and often the gauntlets getting to bosses is far more challenging than the bosses themselves.
There was one time I got stuck in a palace and needed to backtrack all the way out and go to a hidden town to get a key power up to finish the dungeon... this was annoying and I would have likely been stuck for hours if I hadn't looked it up. This is certainly a type of game where there is no shame in using a guide. The game is linear, but the path forward can still be fairly obtuse.
The game also suffers from how it punishes you on death. You have extra lives, but if you deplete them all, you can save your game, but you start all the way back at Hyrule with the sleeping Zelda... then you have to run all the way back to the Palace and try again... certainly a way to pad out the game. The final palace does allow you to reset at the entrance to that palace, which is good because it is stupidly hard, but that really should have been a feature for each palace.
In the end, this is a really weird game that is honestly weirder than Majora's Mask. I respect the boldness in its departure from the first Zelda game, but it ultimately feels too janky for it's own good. It presented some interesting ideas and I do think it's structure could work if it was highly refined. The combination of JRPG navigation with 2-D action side scroller action as an RPG I think could be compelling with fine tuning. It just wasn't here. Castlevania understood the limitations of the NES, making most enemies die in one hit, so you are more focused on avoiding damage and striking tactically. This works for the limited ways you have to move your character. Trying to impose a more nuanced system like Sekiro when you have only 2 action buttons and four directions was ambitious and they didn't really succeed. I still had fun, but it's certainly frustrating and not for everyone.









