- Completely shakes up the Zelda formula
- The item rental purchase system actually adds to the risk/reward ratio of the game, adding a sense of difficulty missing from modern Zelda titles.
- Heart piece puzzles are still clever despite having access to all the items whenever you want
- No more map items to grab in dungeons, layout is shown right away, and yet it doesn't dumb down the experience
- Seemed to really love the turning-Link-into-a-drawing mechanic; says it forces you to look at the entire game from a different point of view instead of just solving puzzles and moving on
- "As if some of the best dungeons in Zelda history weren't enough, they typically end with some of the best bosses Link has ever encountered"
- Some bosses return from LttP, but most are brand new
- Completely free to do dungeons in whatever order, no number system or NPCs that tell you where to go next
- Freeing to wander the map and explore at your leisure
- World map laid out in same manner as LttP, but not copy-paste job; lots of tweaks to aid traversal and exploration
- "I wouldn't change anything about this game"
I want to let the experience roll around in my brain for a while before I decide where it ranks among the best entries in the franchise, but I can say with confidence that it should be spoken in the same breath as A Link to the Past. In every way, A Link Between Worlds is exactly what you want out of a Zelda game.
Ladies and gentlemen, this is the true successor to The Legend of Zelda: A Link to the Past, the greatest game ever created.