Role-playing video game
Typically action RPGs feature each player directly controlling a single character in real time, and feature a strong focus on combat and action with plot and character interaction kept to a minimum. Early action RPGs tended to follow the template set by 1980s Nihon Falcom titles such as the "Dragon Slayer" and "Ys" series, which feature hack and slash combat where the player character's movements and actions are controlled directly, using a keyboard or game controller, rather than using menus. This formula was refined by the action-adventure game, "The Legend of Zelda" (1986), which set the template used by many subsequent action RPGs, including innovations such as an open world, nonlinear gameplay, battery backup saving, and an attack button that animates a sword swing or projectile attack on the screen. The game was largely responsible for the surge of action-oriented RPGs released since the late 1980s, both in Japan and North America. "The Legend of Zelda" series would continue to exert an influence on the transition of both console and computer RPGs from stat-heavy, turn-based combat towards real-time action combat in the following decades.
The Legend of Zelda: A Link Between Worlds
Many critics saw "A Link Between Worlds" as a worthy successor to "A Link to the Past", but also remarked that the game was outstanding in its own right. It was commended for making enhancements to core and traditional elements of the series. New additions and changes to the established formula were also welcomed. "Polygon" called it the best "Zelda" game in 20 years, and "GamesRadar" said it was an essential title for every 3DS owner. Reception towards the game's puzzles was positive; praise was directed towards how well the wall-merging mechanic had been incorporated into dungeon puzzles and integrated into every area of the game. "IGN" thought "A Link Between Worlds" was Nintendo's best puzzle game. "Game Informer" wrote some of the game's dungeons and boss encounters were among the best in the franchise's history. The level of difficulty present in the puzzles and dungeons was met with approval; the challenge was described as a perplexing experience rather than a frustrating one by "GameSpot".