
Link's new adventure is equally impressive outside the core gameplay. Because of rewarding upgrades, the constant lookout for crying cephalopods is easily one of the most addictive side-quests in the series. She can change a single shot bow to a triple shot, or improve the damage and range of your fire rod, which can be incredibly helpful down the line. With Mother Maiamai's quest in particular, she'll reward you by upgrading equipment you own as you rescue her cute, little, squid babies. Whether you take the time to hunt down every possible heart piece or try find all 100 babies belonging to Mother Maiamai (a new character to the series), it's well worth the trouble.

The typical Zelda collectible quests also return, and they are just as rewarding as ever. This mode makes for an entertaining distraction from dungeon diving and it's a great incentive to find the most powerful items and equipment in your playthrough. The Street Pass feature allows you to send your Link to other players' worlds as a Dark Link, who passers-by can challenge in a player vs.

Outside of the critical path, A Link Between Worlds also provides entertaining minigames, engaging side-quests, and intense Street Pass battles to take part in. But, thanks to the new mechanic, there were definitely some instances that left me scratching my head.

I've been playing Zelda games my whole life and I generally find the typical Zelda puzzle to be a breeze. You'll find yourself swapping forms to reach every corner of the dungeon to scrounge up all of the hidden chests and rupees-plus, the ability to flatten yourself against walls spawns mind-bogglingly challenging puzzles.
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The new mechanic blends well with the exploration aspect of the series and is easy and entertaining to use. Early on in the story, Link gains the power to flatten himself onto walls as a painting, allowing him to move horizontally to squeeze through cracks and traverse platforms.
