The Legend of Zelda Echoes of Wisdom review - a rebellious remix of past and present
The Legend of Zelda: Echoes of Wisdom review - a rebellious remix of past and present
Thanks to playful puzzles and a creative rethinking of the historical iconography of Khairul, Echoes of Wisdom is a fresh, brave and creative head in The Legend of Zelda.
The Legend of Zelda: Echoes of Wisdom
- Creator: Grezzo
- Publisher: Nintendo
- Blood: Play on Switch
- Release Date: September 26
For a series approaching its own 40th anniversary, the moment Princess Zelda takes the central space of her own personal legend. In 2009's Spirit Tracks, she was a wraith-like figure clad in armor, but she was close. In 2023's Tears of the Kingdom, we felt it almost every step. But second fiddle at every turn, including Zelda's carolite elements, was then played by his own hero Link, the knife-bearer. By this time, Linka has kidnapped the last evil entity, and Zelda is finally obliged to restart the universe of Khairul.
This makeover has been long overdue, but the chance to play for Zelda would be less notorious in Echoes of Wisdom. In this IRGE, the careful challenge is felt throughout. In Echoes of Wisdom, there is a struggle with the expectations of the Zelda games of the era, later deemed "breathing unrestrained nature", and the belief that the rough and tumble ways of business are no longer appropriate, starting with its people and ending with the election of tools, Zelda is backed by the belief that it is determined by the world around her world. Fortunately, she often cooks this up with a delightful and playfulness, showing how smaller, more classic games have every chance of continuing to be used in line with non-closed worlds and large-scale epics.
Eurogamer's video version review of "The Legend of Zelda: Echoes of Wisdom".It's hard not to feel a little underwhelming by comparison, as a game that stepped out of the shadows of Breath of the Wild and Tears of the Kingdom. That's a very scary thing, but it's the path that Echoes of Wisdom boldly trod over 30+ hours, and it shows what a Zelda game could be if it applied the free-spirited adventure building blocks of TOK to the skeleton of Hyrule that we've known since Link to the Past. It's a powerful, dizzying mix that makes the princess feel completely and distinctly herself in her first appearance as the head of the series.
It doesn't seem like it at first glance, but Zelda must don Link's cloak and go on the run to escape the clutches of Hyrule Castle. It's a surprisingly dark setting, but it leads to the perfect introduction to the main hook: Echoes. With the help of a dreamy, floating candy fairy tree, Zelda has the ability to make copies of various objects and creatures, from a tiny 60cm table to a gigantic Moblin monster. It's a classic treat that gives new meaning to the phrase "sleep in a dream". But the best thing about early Echoes is undoubtedly the humble pot. Whereas Link picks up pots and throws them at the wall to collect rupees, Zelda can jump into them as Solid Snake and glide past enemy patrols.
This playful and inventive attempt to bring magic into the everyday gets stronger as the game progresses. We haven't seen such an inventive use of water and clouds since Super Mario Galaxy. By manipulating Echo, you can reach different angles of the beautiful, almost toy-like maps, evoking the same joy as Breath of the Wild.
Climb onto the roof on a trampoline? Give it a try | Image credit: Nintendo / Eurogamer
Zelda has the ability to use ordinary things for their purpose. She also has the ability to create an echo after losing a traditional monster in the series, and can fight each other with nails, fangs and spears like instant Pokemon battles. Of course, Zelda himself does not have the ability to do damage, and the swarms of the monster after the summon will function completely independently, so in such a situation will feel that Zelda is somewhat useless. Instead, Zelda must basically not be involved in a losing battle, as a bystander, while watching the situation from afar or sending a new echo when it is destroyed. A bystander is an unusual feeling for Zelda's game, and because of that, the immediate action of "Echoes of Wisdom" feels a little withered. There is still a thrill that matches the right monster and the appropriate opponent-for example, a quick rope snake just wants to jump into the middle of the battle, but just dodge a heavy raven or key attack. Itching has not disappeared.
Nintendo and the creator of the game, Grezo, clearly understood this effort, and their business compromise appeared in the form of "Sen owner Zelda." Most of the games are absent, and even though they are trapped in one of the ominous dimensions of the hiral, the ruthless trick stars who get tired of it are escaping every day), Zelda. Has the ability to shake your "sword of power", and you can use a bow and a bomb. In this transformation, the waves of the victory music motif rush, the tempo is faster, and above all, the energy decreases rapidly. Even if you approach the enemy or boss on the other side of the room, the energy is limited enough to feel like a valuable attack time is wasted, and this skill is exactly "the glass fragment is divided by the last resort. It is something like that, and it is not possible to withdraw at any time. < SPAN> Zelda has the ability to use ordinary things for their purpose. She also has the ability to create an echo after losing a traditional monster in the series, and can fight each other with nails, fangs and spears like instant Pokemon battles. Of course, Zelda himself does not have the ability to do damage, and the swarms of the monster after the summon will function completely independently, so in such a situation will feel that Zelda is somewhat useless. Instead, Zelda must basically not be involved in a losing battle, as a bystander, while watching the situation from afar or sending a new echo when it is destroyed. A bystander is an unusual feeling for Zelda's game, and because of that, the immediate action of "Echoes of Wisdom" feels a little withered. There is still a thrill that matches the right monster and the appropriate opponent-for example, a quick rope snake just wants to jump into the middle of the battle, but just dodge a heavy raven or key attack. Itching has not disappeared.
Nintendo and the creator of the game, Grezo, clearly understood this effort, and their business compromise appeared in the form of "Sen owner Zelda." Most of the games are absent, and even though they are trapped in one of the ominous dimensions of the hiral, the ruthless trick stars who get tired of it are escaping every day), Zelda. Has the ability to shake your "sword of power", and you can use a bow and a bomb. In this transformation, the waves of the victory music motif rush, the tempo is faster, and above all, the energy decreases rapidly. Even if you approach the enemy or boss on the other side of the room, the energy is limited enough to feel like a valuable attack time is wasted, and this skill is exactly "the glass fragment is divided by the last resort. It is something like that, and it is not possible to withdraw at any time. Zelda has the ability to use ordinary things for their purpose. She also has the ability to create an echo after losing a traditional monster in the series, and can fight each other with nails, fangs and spears like instant Pokemon battles. Of course, Zelda himself does not have the ability to do damage, and the swarms of the monster after the summon will function completely independently, so in such a situation will feel that Zelda is somewhat useless. Instead, Zelda must basically not be involved in a losing battle, as a bystander, while watching the situation from afar or sending a new echo when it is destroyed. A bystander is an unusual feeling for Zelda's game, and because of that, the immediate action of "Echoes of Wisdom" feels a little withered. There is still a thrill that matches the right monster and the appropriate opponent-for example, a quick rope snake just wants to jump into the middle of the battle, but just dodge a heavy raven or key attack. Itching has not disappeared.
Nintendo and the creator of the game, Grezo, clearly understood this effort, and their business compromise appeared in the form of "Sen owner Zelda." Most of the games are absent, and even though they are trapped in one of the ominous dimensions of the hiral, the ruthless trick stars who get tired of it are escaping every day), Zelda. Has the ability to shake your "sword of power", and you can use a bow and a bomb. In this transformation, the waves of the victory music motif rush, the tempo is faster, and above all, the energy decreases rapidly. Even if you approach the enemy or boss on the other side of the room, the energy is limited enough to feel like a valuable attack time is wasted, and this skill is exactly "the glass fragment is divided by the last resort. It is something like that, and it is not possible to withdraw at any time.
Personally, I think this is the right conclusion. The mountains want to fight mobs, withloves, and dark nuts, but the focus on his powerful Echoes is the main concern because the Sword Bearer is vulnerable. If it increases more and a game like Zelda wearing a link skin, it is quite sad, and it goes without saying that it will be disadvantageous for Zelda as a character. Instead, Echoes of Wisdom emphasizes that you can adventure with your own skills, drives players into creative experiences, and introduces monsters and items in the game. For example, the speed of the reflected nerve of Resalfos surpasses the dullness of the wild boar, or a perfectly arranged pot (a really scary teddy bear in the case of ghosts) can be divided and marked.
Roast your developer. | Image quotation source: Nintendo / EUROGAMER
You can learn more than 120 kinds of echo, so you will choose an echo with an attachment, of course, over time, whether in a battle or a puzzle that uses your head in a dungeon. In fact, "Do you need four types of decorative sculptures of the same height, probably not? Probably not. For example, when some echoes appear in Lv. 2 or Lv. 3 varieties. I was glad to see that the "More Eye" that appeared in the "Zelda II" was floating in the other large version of the "Zelda II". Alien's echo feels like a truly revolutionary tribute to old fans.
However, the fact that there are many options to play as before "BOTW" and "TOTK" means opening a more creative door to clear the task, the biggest feature of "Echoes of Widsom". Indicates how sophisticated the link is Ultra Hand. However, some puzzles are clearly made in consideration of echo's personality, but it is easy to find other puzzles that can be approached from another angle. If each echo has its own challenge award, there is an ability to freeze through original innovation practice, including the conclusion of how to overcome the huge abyss. Who needs a hook shot to put a bridge on a bed or table or ride a flying tile?
Tri takes inspiration from TOTK's "Ultra Hand", allowing Zelda to grab some objects, drag them and "follow" them with its appropriate movement model, which could, for example, reach the lower part of a platform or slide off a cliff on the back of a spider. Unfortunately, these skills are not as developed as Link's impressive forearms. The distance and target of Zelda's movements cannot be changed manually with the support of the components of the control, so the "follow" of the team begins to feel least needed, especially when collecting everything. And again, this has the most flaws, its, as if it encounters some, abilities that are the game Zelda as we know it. But as in the case of the Swordsman form, I believe these limitations allow players to dig a little deeper and invent more creative and unique conclusions, as if to say, "You see it's actually quite likely at the peak of Link's abilities - now remember another one on hard mode."
Credit Image Nintendo / Eurogamer
But in one of the areas where this cut-out-alignment chooses to fail, these are dungeons that are probably considered among the most worthless in the recent series. There are seven of them, and everyone is immersed in the break of the innermost hairy corner. In that sense, they are similar to Skyward Sword, but their creation is often done by the most memorable and fun ones. It can be the media between Zora's two warring customers or the delivery of dinner for the exhausted Cityon by Stonehot. The passage of errors itself, popular in this IRGE "Still World" title, also shows some of the echoes of the best puzzles of wisdom: the fragments of the landscape are so void that the trees are actually made by makeshift bridges, and the small pond turns into its deepest, single point at one point. This is enough to think about what the team of creators of this game really had the opportunity to arrange if Mario himself fell into its hands. But once you step into the dungeon itself, the sense of expectation disappears much faster than you might think.
A map that you have to find before you meet a small key, a big key, and a big boss. Every world is not focusing on specific response or objects, but there is a link between the world in the sense that passing in any order is free. However, if Albuf compared this free approach with the skillful application of changing the shape or tricking with perspective, the echo of wisdom is simpler. There are small genius moments, but basically they see them in their dreams, but they are all tasteful and have few memorable things.
In fact, the dungeon, which makes the game breath and the tears of the kingdom even feel, can't be helped in this generation, but the best attempts of wisdom can only be felt as a cut version. Once you swim around the lava mountain, pumping various switches, and raised the water level, it is difficult to praise again unless you turn everything over. The echo of wisdom fails, and instead she plays a safe game. Here she feels like the next work of Zelda wearing a link, and she is even more disappointed.
The Legend of Zelda: Echoes of Wisdom accessibility options
The sword goes down. | The image is an image: Nintendo / EUROGAMER
There are some other moments of "tw o-day sickness" that seem to be unnecessary to say, for example, there are accessories and cocktail recipes that increase the ratio of stamina even though there is no stamina band. The longest time spent on this can be measured in a clear number of seconds. There are also cocktails that emit light in the dark, but in my opinion, this is only needed in one place, and even in that case, it hides in the shadow of a bright echo that can be used freely.
The tutorial is on the system menu. Additional complexity mode "Hero < SPAN> Maps to find before meeting a small key, big key, and a big boss. Every world is not focusing on specific response and objects There is a hint of the world's link between the global links and the skillful application of the ability to change the shape and tricks with the perspective of the world. If you compare it, "Echo of Wisdom" is a simpler genius moment, but basically you can see it in your dreams, and most of the things you can remember. do not have.
In fact, the dungeon, which makes the game breath and the tears of the kingdom even feel, can't be helped in this generation, but the best attempts of wisdom can only be felt as a cut version. Once you swim around the lava mountain, pumping various switches, and raised the water level, it is difficult to praise again unless you turn everything over. The echo of wisdom fails, and instead she plays a safe game. Here she feels like the next work of Zelda wearing a link, and she is even more disappointed.
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- The sword goes down. | The image is an image: Nintendo / EUROGAMER
- There are some other moments of "tw o-day sickness" that seem to be unnecessary to say, for example, there are accessories and cocktail recipes that increase the ratio of stamina even though there is no stamina band. The longest time spent on this can be measured in a clear number of seconds. There are also cocktails that emit light in the dark, but in my opinion, this is only needed in one place, and even in that case, it hides in the shadow of a bright echo that can be used freely.
- The tutorial is on the system menu. Additional complexity mode "Hero's key, big key, and a map to be found before meeting a big boss. Every world is not focusing on specific response and objects, passing in any order However, there is a link between the world, but albuf has compared the skillful application of this free approach with the perspective. Then, "Echo of Wisdom" is simpler, but basically it is a dream, and there is almost no memorable thing.
In fact, the dungeon, which makes the game breath and the tears of the kingdom even feel, can't be helped in this generation, but the best attempts of wisdom can only be felt as a cut version. Once you swim around the lava mountain, pumping various switches, and raised the water level, it is difficult to praise again unless you turn everything over. The echo of wisdom fails, and instead she plays a safe game. Here she feels like the next work of Zelda wearing a link, and she is even more disappointed.
The sword goes down. | The image is an image: Nintendo / EUROGAMER