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Nintendo’s Eiji Aonuma Explains The Open Dungeon System In A Link Between Worlds

October 2, 2013 by Holly Green

Players will be able to either rent or own the items in the store, opening up the dungeons at any time in the game.

Yesterday following the Nintendo Direct conference we discussed the upcoming The Legend of Zelda: A Link Between Worlds, a 3DS sequel to the original Link to the Past on SNES. In this installment players can expect a greater degree of freedom of choice, breaking the series' classic linear formula by allowing them to play dungeons in any order they wish. According to the presentation, the key weapons and items needed to open the dungeons will be available for rent in a shop, as opposed to hidden in their respective lairs.

In a post to the Miiverse forums, designer Eiji Aonuma has elaborated a bit more on this system, revealing that the items are for both rent and purchase, with the rent option open so that players can still use a weapon or object at any point in the game even if they lack the rupees. If Link dies, the items are returned to the shop and the player has to rent them again. If they are purchased, they simply respawn when Link revives. Says Aonuma:

"This may seem similar to the three day system in Majora's Mask where all your items are lost when you reach the end of the third day, but you'll be able to rent every item from the beginning if you can afford it. So unlike past Zelda games, you won't run into a scenario where you can't do something because you need a certain item that won’t be available until later. I hope all of you will experiment with many different items and play as you like."

The Legend of Zelda: A Link Between Worlds debuts on November 22, 2013. To see the latest trailer be sure to check out our post from the Nintendo Direct conference.

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