The Legend of Zelda: Link's Awakening Review
Por um escritor misterioso
Last updated 24 março 2025

Updating the look but never losing the feel of the original, Link’s Awakening is a masterclass in remaking a classic.
My most succinct recommendation for the 2019 remake of The Legend of Zelda: Link’s Awakening would be this: a couple of weeks ago, having finished the original, I was actively hoping that this wouldn’t be a shot-for-shot remake. Entire decades after the fact, the dungeons felt a little underthought, the controls a bit archaic. Even slowly making your way through the overworld by way of set clues, rather than the kind of self-directed navigation we were allowed in A Link Between Worlds, felt old-fashioned. And yet, as I potter once again across Koholint, digging up its last remaining secrets to avoid turning it off again, I’m delighted to have been wrong. Link’s Awakening retains the style and feel of its 1993 self, but looks and controls like a game – albeit a retro-styled one – made in 2019. In doing so, this feels like it was made in some alternate present, where games remained in 2D, puzzle-focused and strange, but tech improved to support it all. You could, I guess, call it time travel.
My most succinct recommendation for the 2019 remake of The Legend of Zelda: Link’s Awakening would be this: a couple of weeks ago, having finished the original, I was actively hoping that this wouldn’t be a shot-for-shot remake. Entire decades after the fact, the dungeons felt a little underthought, the controls a bit archaic. Even slowly making your way through the overworld by way of set clues, rather than the kind of self-directed navigation we were allowed in A Link Between Worlds, felt old-fashioned. And yet, as I potter once again across Koholint, digging up its last remaining secrets to avoid turning it off again, I’m delighted to have been wrong. Link’s Awakening retains the style and feel of its 1993 self, but looks and controls like a game – albeit a retro-styled one – made in 2019. In doing so, this feels like it was made in some alternate present, where games remained in 2D, puzzle-focused and strange, but tech improved to support it all. You could, I guess, call it time travel.

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