Review falithes 5/5 · Jan 31, 2026
I'm not sure the title makes sense, but still a great game
Maybe the Dark world/golden world is meant to be in the past? But that's not really conveyed in game (maybe in the manual?). So Link to the past would honestly make more sense for Ocarina of Time given how central time travel was to that game. But I digress over this nitpick. Still a great game that feels like the …
Maybe the Dark world/golden world is meant to be in the past? But that's not really conveyed in game (maybe in the manual?). So Link to the past would honestly make more sense for Ocarina of Time given how central time travel was to that game. But I digress over this nitpick. Still a great game that feels like the first true sequel to the original. I personally didn't mind how experimental Zelda 2 was, but it certainly was rough and deeply flawed. This Zelda feels like a more natural follow-up to the original game. There are big differences though in the design.
The first big departure is in the linearity of the game. This isn't necessarily a bad thing. The first part of the game is fairly linear, with you needing to tackle dungeons sequentially to have the right item to further progress. In this sense, Zelda started to take on more of a Metroid style design philosophy. Where the designers gatekeep parts of the game from you, to direct you, where these obstacles require an item to bypass. There was some of this in the original Zelda. Mostly you needed a raft and ladder, but overall you had more freedom to explore in the original Zelda than we do in this entry. I don't mind the linearity. It's handled well and gives the game a great sense of pacing. After this initial first part of the game, it does start to become less linear. Essentially after the mastersword is acquired, you know where all the remaining dungeons are, they are numbered in the order you should go to them, but you can tackle them a bit out of order, with some caveats. I think this was a good compromise. I'm sure at the time, plenty of people probably criticized the original game of being too cryptic, which would be fair. This time around, you always know where you should go, thanks to a map and bright flashing icons screaming about where to go next. That said, even if you know where to go, it can still be a bit of puzzle sometimes getting there.
The main gimmick in this Zelda game, which ended up being a staple in the series (a gimmick themed around a game, not the specific mechanic here), going to the Dark world is introduced right before you start the final phase of the games prelude (getting the stones to unlock the mastersword). If you are observant, you may have noticed a heart piece out of reach, but going in and out of the dark world allows you to reach this heart piece. It's in a pretty obvious spot, so it will draw your attention, but this does teach you that you will need to bounce between the Dark and Light world to progress and get more secrets. It's nice design, though this mechanic is never used directly in a dungeon (only at the start, such as one dungeon requiring you to drain the water in the Light World before returning). Not bad by any means, but would have been neat to see a greater integration of this mechanic.
The game is full of secrets, like the first game, but there are multiple improvements and in game hints to help you find them. For one thing, walls that are destructible will typically be cracked to signify you can break them. Then there are townsfolks that will hint at multiple secrets for you to uncover and there's a fortune teller for even more hints. You really don't need a guide, like you do for the first Zelda. The Map is nice. It always communicates the general area you need to go, and there never really is ambiguity in your current objective.
The controls are a big improvement over the first game. Combat and movement just feel better. Also having the sprint does mean Link has some of the fastest speed in this game compared to later entries (I guess having Epona does help, but that's limited to overworld traversal). There is a heavy emphasis on combat, like the first game, but dungeons now have more puzzles. In the first Zelda, each dungeon, for the most part, was essentially a combat gauntlet. There were times where you would have to push a block or destroy a wall, but this Zelda feels like the first time they implemented actual puzzles into gameplay. Both in navigating to dungeons, but also within them. Most puzzles do basically boil down to pushing blocks or stepping on switches, but navigation within a dungeon can be a bit obtuse. Funny enough, when I got stumped, I often felt stupid when finally learning how to progress. For example, in one of the dark palaces, there's a switch that needs to have you standing on it to keep the door open. There are statues in the room, so you are meant to drag a statue ontop of the switch. What stumped me, was up to this point you never had to drag an object backwards. There were blocks you could push, but they were typically restricted to being pushed in only a few directions and you can only push once. I honestly thought you couldn't grab and drag a statue in that direction. Once I looked it up, it was so simple I just face palmed myself. Didn't give the old game enough credit.
I do remember the ice palace being really hard to navigate back in the day, but for whatever reason, it didn't really give me any trouble on this playthrough and I didn't need to look anything up. It was the simple puzzles I overthought that required me to look up.
The game does have a good sense of progression too, with your sword upgrades. There are a few mandatory secrets that feel a bit cheap. Such as the secret cursed fairy fountain needed to beat the final boss. But aside from a few obscure and required secrets, this does feel like a big improvement over the first game with great art and level design. It's fun and it's understandable that every sequel maintained the same bones as A Link To The Past. Excluding BOTW and TOTK.
I do still find myself preferring Ocarina of Time, but I think A Link to The Past is a great entry and classic. It introduced so many staples for the franchise and did so aptly. Whether it's a gimmick around two worlds, the hook shot, or a tutorial set of dungeons (always 3 for whatever reason) followed by the real game starting. Exploration is still a big part in A Link To The Past, and with all the hidden items and collectibles, it does consistently reward your curiosity. It may not be as open and non-linear as the original game, but it does open up after the tutorial dungeons if you want to sequence break. The only thing I will say is it seems like the justification for the linearity was due to the plot (according to the director). This feels like a lackluster explanation. Mostly because the plot is pretty irrelevant. What each maiden says to you doesn't really make more sense in linear order. The plot in general has always been a weak point for nintendo. What they do great is game and level design. They deliver in spades here.


