Review

The Legend Of Zelda: Echoes Of Wisdom Review - A Link Between Eras

  • First Released Sep 26, 2024
    released
  • NS

Echoes of Wisdom mixes Tears of the Kingdom with the classic top-down Zelda formula to create a charming adventure that is both forward-thinking and nostalgic.

The Legend of Zelda: Echoes of Wisdom offers a link between the two worlds of Nintendo's iconic action-adventure franchise. It has the playfulness and freeform puzzles of Tears of the Kingdom and the traditional dungeon design the franchise was known for prior to Breath of the Wild's seismic shake-up. Echoes of Wisdom deftly bounces from past to present and establishes its own identity, turning the page to start a new legend for Princess Zelda.

By now, you're probably well-aware that the major change here is that the franchise namesake is finally the playable character. Technically, the Philips CD-i games The Wand of Gamelon and Zelda's Adventure were the first to do this, but those abysmal games were nothing like Nintendo's Zelda games--they weren't even published by Nintendo. Echoes of Wisdom is the first proper game starring Zelda, which sounds rather ridiculous when you consider the fact that Tingle has starred in three games and a multi-function DSiWare app where you can have your fortune read by the creepiest dude from Hyrule.

From a narrative perspective, the role reversal makes little impact, largely because Echoes of Wisdom is light on story. A malevolent force is creating rifts across Hyrule that turn residents of Hyrule, including Link and Zelda's father, into statues inside the dark and dreary dimension known as the Still World. Much like how Link was accused of wrongdoing in A Link to the Past, Zelda is accused of creating the rifts and is subsequently imprisoned; you'll even find Wanted posters around Hyrule, this time showing Zelda's face instead of Link's. In her cell, she meets Tri, an ethereal being who accompanies Zelda on her quest and is essentially Zelda's version of Navi from Ocarina of Time. Though some express momentary shock that Zelda is the kingdom's only hope, she is mostly viewed as the one person capable of defeating the evil threatening to consume Hyrule.

While the rote plot is a hodgepodge of familiar stories, Echoes of Wisdom is more focused on shaking things up from a gameplay standpoint. The shift to playing as Zelda includes markedly different systems for combat, puzzle-solving, and platforming--yes, Echoes of Wisdom has plenty of platforming. Armed with a magical staff given to her by Tri, Zelda can spawn "echoes," copies of objects and enemies you encounter across Hyrule. Outside of bosses, every enemy can be conjured as an echo. Since Zelda is incapable of attacking directly, friendly echo monsters serve as the main form of offense. Each echo has a cost, and going beyond your current max deletes the oldest echoes you created. Because there isn't a cooldown period and you can manually wipe the slate clean at any time, this seemingly passive combat system is far more active and exciting than it initially seems. Once I started racking up echoes and was able to use more at once, I started to enjoy the organized chaos more than any pre-Breath of the Wild combat system.

Player choice is paramount to the combat system. Much like Tears of the Kingdom and Breath of the Wild, there's no "wrong" way to vanquish enemies. Do you want to create rocks and hurl them at your enemies repeatedly? You can do that. Command Zirros to spew bombs everywhere? Check. Create a deathring of Pathblades that slice those armored Moblins and Lizalflos while you take a nap on a bed and regenerate health? It's an effective strategy. Zelda does get to wield Link's traditional weapons in Swordfighter Form, though this is tied to an upgradeable energy gauge. When used in combination with echoes, Swordfighter Form is a powerful complementary mechanic that adds another layer to the organized chaos of Echoes of Wisdom's combat.

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Monsters make up the majority of the 127 echoes, but an assortment of inanimate objects combined with Zelda's ability to jump serve as the connective tissue of this thoughtfully designed iteration of Hyrule. Without the Tri Rod, this version of Hyrule simply wouldn't work. Going all-in on one central mechanic really helps Echoes of Wisdom feel markedly different than any other Zelda game. The end result is a top-down Legend of Zelda game with more freedom than ever before.

Unlike Link in other top-down entries, Zelda doesn't need Roc's Feather/Cape to jump (she should teach him). With this unprecedented ability, you can hide inside of pots and hop around to avoid detection by castle guards in an early stealth sequence that nods back to Ocarina of Time. Much of Echoes of Wisdom's platforming involves building makeshift stairs and bridges. This central concept is taught effectively here with end tables, wooden crates, decorative trees, and the most absurd echo of all: beds. Twin-sized beds can be stacked to form bridges and towers. Seeing four beds stacked across small islands in Lake Hylia or above molten lava in the Fire Temple is a rather curious sight. Even funnier is spawning a bed in the middle of a boss fight to take a nap and gradually restore health.

Similar to Tears of the Kingdom's Ultrahand rune, Tri can latch onto and move echoes. It's a more rudimentary system, as you can't turn objects and you aren't required to make wonky contraptions with multiple moving pieces. Mostly, you're stacking objects to cross gaps or using echoes to solve puzzles. My favorite and most-used traversal echo was the water block found while helping the Zoras calm down a creature long-time Zelda fans will surely remember. Water blocks can be stacked vertically or horizontally to create towers and tunnels to swim through. It's superb for platforming sequences and solving puzzles, but it's also a great example of the versatility of echoes. Since flying monsters can't live in water, you can create an above-ground pool and drag them in, which kills them instantly. Similarly, you can lure enemies into the flames of torches placed in the center of a room to deal with them. Finding these numerous ways to guide enemies to certain death with the help of echoes is one of the game's many joys.

The robust echoes system rewards experimentation and encourages exploration. You'll want to pay close attention to your surroundings for objects that sparkle, signifying they can be copied. Trampoline echoes can help you reach areas before upgrading the Tri Rod, and if you're adept at platforming, the disappearing cloud echoes can be used to cross large sections of the map without ever touching the ground. You can also hitch a ride by choosing to follow, rather than guide, monster echoes. For example, birds take you airborne and sharks pull you through strong underwater currents. Although these monsters are now friendly, when you choose to follow them, you are not in control of their movements. Not by default at least. If you poke around, talk to people, and complete side quests, you'll learn new tricks that can fundamentally alter the way you approach platforming sequences and puzzles.

Nintendo struck a great balance of old and new with Echoes of Wisdom's structure and overarching level design. The lead-up to dungeons takes cues from Tears of Kingdom with multi-part quests, including a trip to the Still World to find Tri's friends and clear the corrupted stretch of land. These scavenger-hunt sequences feel like smaller versions of Tears of the Kingdom's dungeons. Resembling a cross between the Sky Islands and the Depths, the Still World is a shadowy platforming playground with segmented islands and more aggressive monsters. Rifts do an excellent job teaching you the "rules" of the region as you approach the dungeon at the end of the darkness.

Tears of the Kingdom's temples were certainly closer to traditional dungeons than the Divine Beasts from Breath of the Wild, but they still strayed pretty far from the old formula. Echoes of Wisdom's seven dungeons bring back the classic template of multiple floors, automatically shutting doors with rooms full of monsters, small keys to find, and a big chest with the boss key. Besides Hyrule Castle, they retain elemental themes, such as Faron Temple (Forest), Lanyru Temple (Ice), and Jabul Ruins (Water).

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One of the biggest strengths of these dungeons is how familiar puzzles with ground switches, torches, and other franchise staples feel radically fresh. Instead of finding a new piece of gear to solve puzzles, you utilize new objects and monsters. Even the side-scrolling sections, which were rather straightforward in Link's Awakening and the Oracle games, are clever riddles to solve. Puzzle complexity does a wonderful job of scaling with you. As you progress, the number of echoes you can create at once increases, and the cost of conjuring some of them drops. Despite having the cute toy-like visual style of Link's Awakening, puzzles can get pretty darn challenging. In fact, some of them stumped me for longer than any puzzle in Breath of the Wild or Tears of the Kingdom. Figuring out solutions provided the same satisfaction as solving a really clever logic puzzle. And like all good logic puzzles, you can approach each puzzle from different angles. When comparing strategies with another GameSpot staffer, it was fascinating to see how differently we arrived at solutions.

Combat isn't as challenging as the pair of open-world Zelda games, but it's possible to get wrecked pretty quickly if you don't spawn monsters that match up well with the enemy, especially in boss fights, which are lengthier and more challenging than dungeon bosses from other top-down Zelda games. Even early bosses, such as the flying mole-like creature wearing sunglasses in the Gerudo Ruins, can be tricky because of its fast underground movements and quicksand that makes some monsters incapable of putting up much of a fight. Though I never died while fighting a boss, I had to heal to stave off the Game Over screen on numerous occasions.

Classic-style dungeons are flanked by a plethora of side quests a la Breath of the Wild and Tears of the Kingdom. While some side quests can be as small as showing an echo to someone, there are numerous high-score-chasing minigames, combat challenges, and errands that require you to explore new areas and solve puzzles. Numerous useful echoes and items are earned through side quests. Borrowing horses from Hyrule Ranch and getting your own are tied to side quests, too. Yes, for the first time, a top-down Zelda game has horseback riding, and the steeds are extremely cute, albeit not super practical. Though probably the largest top-down Zelda game in terms of map size, Echoes of Wisdom has a generous fast-travel system, with multiple warp points in each zone. And since Hyrule is tailored around the echo system, I often found myself abandoning my horse to explore a point of interest inaccessible on horseback.

Finding hidden collectibles has always been a major component of Zelda games, and Echoes of Wisdom brings back the best collectible of all: Heart Pieces. The return of the signature collectible emphasizes how Echoes of Wisdom represents two eras of Zelda games. There are 40 Heart Pieces scattered throughout Hyrule, and a good chunk of them are obscured by some of the trickiest puzzles on hand. Defeating bosses rewards you with a Heart Container and an upgrade to the Tri Rod. Outside of Heart Pieces, you'll find Might Pieces which can be exchanged for upgrades to Zelda's Swordfighter Form. Some of these are unmissable, but a lot are tied to side quests and exploration, so there's ample incentive to seek these out. The third collectible introduces the weirdest character not named Tingle: Stamp Guy, an obsessive stamp collector, wants you to love stamps as much as he does. I searched for stamps largely to see what he would do after filling up each stamp card. His pure love and devotion needs to be witnessed.

Multiple other modern new-era series fixtures are adopted by Echoes of Wisdom. It borrows the interactive map system with identical objective markers and reference pins to drop at points of interest. Each area of Hyrule is obscured until you visit it, which is a simple way to remind players exploration is key. The menu and quick-menu structure mirrors those games, too. Scrolling through 100-plus echoes can be somewhat cumbersome, but you can sort them within five different parameters, including most/last used, which helps streamline the process. Instead of cooking meals, you can visit Deku smoothie shops. Mixing materials like fruits and monster parts into a wide selection of drinks lets you replenish hearts and provide stat buffs like resistance to cold, fire, increase dive time, damage resistance. Some materials can only be found by completing certain minigames or by exploring outside of the main questline, offering yet another reason to carefully survey your surroundings. Though Zelda doesn't have as many outfits as Link, there are two main ones and at least a few cute garments earned through side quests and by scanning Amiibo figures.

Zelda gets two main outfits and there are at least several optional ones to uncover through side quests and general exploration. I unlocked two by scanning Amiibo figures. Outfits can, but don't always, modify attributes in small ways. Optional accessories provide more noticeable ability bumps and overarching buffs, including the ability to jump higher or hold your breath underwater longer as well as increase drop rates for items such as crafting materials and rupees. The gear system skews toward the classics rather than the RPG systems of modern Zelda games, and this works well since echoes serve as your "build."

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If you played the Link's Awakening remake, you already know that Echoes of Wisdom has gorgeous, colorful visuals. Unfortunately, it also shares Link's Awakening's intermittent frame-rate issues, albeit to a lesser extent. It's a larger game with a lot more moving pieces, so it's clear optimizations to the engine were made. Critically, I never noticed slowdown when conjuring echoes--even when throwing eight of them on the map in rapid succession. The slowdown, like Link's Awakening, appears to be tied to rendering the world map.

Nearly the entire map is accessible from the start, though you'll need to upgrade the Tri Rod to reach collectibles and solve certain puzzles throughout the overworld. Main quests can be completed in the order of your choosing, at least to a certain extent. After the first dungeon, you can head to either Gerudo Desert or Jabul Waters to help the two Zora factions. These first three dungeons (called Ruins) reminded me of Ocarina of Time's Young Link phase. The mid-game dungeon is the same for everyone before opening up with three different paths for the larger temples.

Being able to explore freely and bounce around between quests for a change of scenery makes Echoes of Wisdom feel like a semi-open-world adventure. Unfortunately, the path I went down in my first playthrough led to a full-on game-breaking bug that placed an invisible barrier at the entrance of Goron City. Since you need to go inside to complete the Eldin Temple main quest, I was left with no choice but to abandon my 35-hour save file, which included numerous hours of troubleshooting without success, and start again. GameSpot informed Nintendo of the bug, and we will update this review if we can confirm it has been fixed. It's worth noting my colleague did not encounter this issue. Though I don't know what caused the bug, here's what I did during my second playthrough: I started the main quest in Kakariko Village and proceeded straight to Goron City before touching any of the optional content in the region.

With only one dungeon and the final area remaining, the bug required me to make use of the second save slot far sooner than I normally would in a Zelda game. If there's a silver lining to abandoning 35 hours of playtime and starting from scratch, it's that I gained a greater appreciation for the versatility of echoes and developed new strategies that made replaying each dungeon as interesting as the first time, for a different reason. Obviously the thrill of learning how to solve many of the puzzles was gone, but optimizing my play style with learned strategies made me enjoy the second playthrough almost as much as the first. Rather than walking in my own footsteps, I often unconsciously gravitated toward new solutions.

My total playtime eclipsed 65 hours, but if I had been able to complete the game during my first playthrough, I likely would have rolled credits around the 30-hour mark. It's not Tears of the Kingdom or Breath of the Wild big, but Echoes of Wisdom is larger than many fans would likely expect from a top-down Zelda game.

If Zelda's debut in the spotlight is a one-off, at least it's a memorable adventure. But hopefully this is the beginning of a new legend for the heroine. Echoes of Wisdom's brilliantly integrated echoes system links two eras, proving that the freeform mechanics of the new age can coexist with the franchise's classic formula. Don't mistake this for a spin-off or minor entry between big "mainline" games: The Legend of Zelda: Echoes of Wisdom is a major moment that shouldn't be missed.

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The Good

  • Echoes offer the freedom to solve puzzles in many different ways
  • A jump button in a top-down Zelda game? Hell yes
  • Traditional dungeons return, and they feel new again
  • Delightful mix of modern and classic Zelda
  • This version of Hyrule is a joy to explore

The Bad

  • Zelda's debut in the leading role makes little narrative impact
  • Frame-rate issues from Link's Awakening return
  • Encountered a progression-blocking bug

About the Author

The Legend of Zelda has been Steven's favorite franchise ever since he bought Link's Awakening for Game Boy at a garage sale. The save battery was dead--always test preowned cartridges--so he kept his Game Boy powered on until the batteries died… until his parents noticed how many AA batteries he "wasted."
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guudgidga

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"Encountered a progression-blocking bug"

Classic Zelda

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fbplayer1086

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How can a game have a game breaking buy at 35 hours in and still get a 9?! lol

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Muddrox

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@fbplayer1086: Because it is extremely unlikely to affect most people or anyone after the game's first patch by launch. It sucks when a game's score is decimated by an extremely situational bug like this.

Take Prey, for example, IGN encountered a rare game-breaking bug so they scored it a 4/10 despite being an otherwise polished game. It was a bug fixed by launch so the 4/10 didn't reflect the actual game people bought but that score is forever immortalized on metacritic. As a result, the review was completely misleading.

Its one thing to score a game negatively because the bugs within are numerous enough to logically assume it isn't possible for the devs to fix them all by launch, it's another to score a game negatively for an extremely situational/isolated bug that virtually no one will run into. The latter being unreasonable by the reviewer.

However, I think the reviewer absolutely should mention the bug, as they did, despite its rarity. The reviewer did their due diligence and wrote the kind of review that best reflects the experience people will have at launch.

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jenovaschilld

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@muddrox: I thought Prey -a very enjoyable game- got universally high praise from just about everyone. IGN a 8/10. But nearly all review sites, complained of multiple bugs beyond just a game breaking bug, that was patched early on. There were many minor bugs throughout, that rarely took away from the enjoyment. But enough that most all who played the game is going to run into something. I would have to include that into the review, also. (the game was not perfect, and had other issues)

I personally would not decrease a review based on a single or even a few bugs, that I know would be addressed before or just after. I mean, take Elder Scroll Oblivion and Skyrim. Agree for sure they should be mentioned. A game's overall polish and QA is very important, but the rare or minor bug is not distracting from what a game is really about.

As for the game above, I cannot wait for some time off from work to try. It is good to gets a heads up, and remember to save often.

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Muddrox

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@jenovaschilld: Go to metacritic, and check the PC version of Prey for IGN's review, which scored it a 4/10. That's the specific review I was referring to.

And yes, Prey is a great game which is my point. The PC version had a rare game progression halting bug that that particular reviewer stumbled into and so they slapped a 4/10 on to it despite that bug not really being a true reflection of what players would experience while playing the game. It was an rather isolated occurrence that was quickly fixed by the developers.

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jenovaschilld

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@muddrox: Ah, I see.

Hmmm, I agree with you. I would never give a game at launch a low score based off of one 'rare' game progression bug, that the vast majority of those playing it will mostly likely not encounter. IF it is the kind of game progression bug, that cannot be resolved by reloading from a earlier save is ultra rare, which would mean almost no QA -game testing- was done. Those kind of bugs can be found through automation before it goes gold. ... If everyone is doing their job.

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googleli

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Edited By googleli

"Encountered a progression-blocking bug": 9/10

Zelda and Nintendo games in general are so overrated. That said, I may buy this when Switch 2 comes out, as compared with the previous two snooze fests with abysmal graphics. Any good game in 3D released on the Switch at this point is a waste of the game with the horrific hardware that the Switch still wields in 2024. I have two Switches (one OG and one OLED), but I have refused to buy any Switch games since TotK (which was so boring and is a 4/10 to me at best).

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Xikaryo

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If this exact same game was made by another studio and publisher and didn’t have Zelda in the name, it would have got 7/10 scores.

Definitely not a 9 but I’ve noticed the media is always biased toward Nintendo for any Mario or Zelda product. Getting old tbh, stop milking those franchises and give it a rest. Try something new for once. Nintendo gets way too many free passes, where are their new IP and when’s the last time they even made one? Decades ago? It really shows how nostalgia and fandom can so easily affect reviews with personal bias.

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Tiwill44

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Edited By Tiwill44

@xikaryo: To be fair, they do make new IPs... there's Splatoon and Arms, one of which got pretty massive. But I agree that Zelda has been getting inflated scores due to its legacy. ALttP and OoT have been rightfully considered two of the greatest video games of all time for so long, that the series itself reached the status of legendary. Rating a new Zelda game poorly is sacrilege, and critiquing them is taboo.

As for Mario... eh, his scores aren't typically as inflated. One exception would be Mario Odyssey, but I think context matters. There was a very long drought of fully 3D Mario games after Sunshine in 2002. People had been craving that genre for 15 years. The same can be said for Astro Bot this year. The 10/10 scores sent the message "Please make more games like this" to Sony, at a time when they needed to hear it. To be honest, I get it. If I could influence what games get made, I bet I'd take advantage of that power too.

Anyway, continuing about Mario. His spin-offs don't always get good scores, and his other mainline games have gotten reasonable scores. For example, the New Super Mario Bros series has never cracked 90+ on Metacritic (thankfully), and only Mario Wonder got a 92, which is a bit high, but again, context matters. Mario finally did something fresh in the 2D space, for the first time since Super Mario World in 1990! That was a 33 year drought. (Ok ok, NSMB DS in 2006 counts. Still 17 years.)

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mogan

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mogan  Moderator

@xikaryo: They tend to change up their design between sequels though. Zelda has had a fairly wide variety of gameplay over its long life span.

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Xikaryo

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@mogan: But they’re the same characters from the same franchise IP, just like Mario. I always see concern articles written about Sony and Microsoft, when they are the only ones that ever bother with new IP. Nintendo never gets any flack for anything they do, and gaming media just ignores all of Nintendo’s shortcomings in every way possible just because they grew up playing Mario and Zelda. Where are the other games from Nintendo? There’s nothing.

This is the reason I don’t turn on my Switch anymore. Feels like every time there’s a Nintendo Direct, the “big” games are always something related to Mario or Zelda. There’s only so much of those two franchises I could handle these days. Metroid is the only Nintendo franchise left that I care for, and we all know how little Nintendo cares for Metroid or any of their other IP like Star Fox.

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vgmkyle

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The positive comments swirl my curiosity, but what I'm looking at doesn't add up. Something is amiss with it, but I can't put my finger on it.

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DoomsdayHell01

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Been playing for a few days and this is definitely not a 9/10 Maybe somewhere between a 7.8 and an 8.

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Muddrox

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@doomsdayhell01: I absolutely think it's a 9/10 based on my current playing experience. That being said, the stuttering graphical performance is the biggest detractor for me. While I still consider it a 9/10 game for myself, I can appreciate why some might score it lower for that reason alone. I just kinda forgive it since it's mostly 60 fps in the dungeons.

The only other thing that would make me consider this as more of an 8/10 experience is if the process of picking a specific echo begins to consume more the enough time than it has already. Like holy shit Nintendo, let us mark a few favorites so we aren't sliding the menus left and right for eternity.

Otherwise I absolutely love the new dungeons, abilities, and large freely explorable world. It feels like a really awesome hybrid between TOTK and Classic Zelda game formula. While I loved TOTK, I do hope that this game inspires the developers of the next 3D Zelda to adopt this more hybrid approach. The balance being struck here between classic and modern Zelda is proof that both can coincide.

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OldDadGamer

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@doomsdayhell01: Which would be a 7.9.

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Sound_Demon

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  • Zelda's debut in the leading role makes little narrative impact

Well yes, because it's a spinoff title. Also Zelda's always had massive narrative impact in most mainline titles. Link always had minor narrative impact and serves as the vehicle or avatar of the player.

Also nobody mentioning that the sword not being (fully) there makes the game a lot more interesting to play. Imagine having complained about it because you want to turn another character to woke Galadriel.

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Dushness

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they had peach game and now zelda game. a true revolution

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Sound_Demon

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@dushness: Never forget the "vibe" scepter.

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silv3rst0rm

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At least Nintendo do CREATE stuff!

Yeah they do remasters / Remake but they still create brand new games that are kinda worth playing!

I never tought I'd end up being a "Nintendo-Only" gamer...

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Muddrox

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@silv3rst0rm: I adore Nintendo but I also mix it up with PlayStation titles. Astro Bot, for instance, is really freaking great. I don't think it's as good as my favorite 3D Mario outings but the fact they're even comparable is a huge compliment.

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what101

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I'll give it a shot eventually, but this might be the one Zelda game that doesn't grab my attention.

The Mincraft-like ability doesn't look all that fun honestly, though I could be wrong and love it like some have.

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hellhammer

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9/10 LOL. No

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mogan

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@hellhammer: Why not?

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Sound_Demon

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@mogan: I guess it's the scope and price vs a game like Tears of the Kingdom. It's hard to look at both titles and say they are 1 point difference purely because their scopes are so different, the same rating system wouldn't be a fair metric to apply.

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googleli

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@Sound_Demon: I will play this game when Switch 2 comes out, but TotK was a solid 4/10 for me. At least this one seems to have dungeons and can actually call itself an RPG.

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Muddrox

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@googleli: 4/10 for TOTK? Damn that's cold. I get not being a fan but a 4/10? I'm not hating, it's just interesting to see. I adore that game but I get that it's divisive. I do think the main dungeons are a bit of a let down in that one but the rest of the experience was more than enough for me to consider it an all timer.

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Ohaidere

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@muddrox: I'd probably stick BotW and ToTK at solid 6s, but I'm actually going to restart TotK once I finally finish XC3 and see if I feel any different about it having a more solid grasp of what it is.

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Lord_Sesshy

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FYI, this is not Zelda's debut as the leading role. That would be Zelda's Adventure from 1994.

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what101

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Edited By what101

@Lord_Sesshy: It is from Nintendo, CD-i games weren't supervised by Nintendo like the latter collab ones.

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Lord_Sesshy

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@what101: No you're right. Just looked more into it and Nintendo basically had no involvement in those games other than letting them use the look of the characters.

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phili878

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Zeldcraft, no thanks.

Someone write me a post card when we get an actual Zelda game again that has good dungeons, epic boss fights and fun side-quests. Open-world Zelda with crap dungeons and bosses we saw plenty thus far.

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Muddrox

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@phili878: Echoes of Wisdom might be exactly what you are looking for! The dungeons are much closer to the classic design sensibilities of games that pre-dste BOTW. I think it really strikes a great balance between old and new Zelda design. So consider this my post card to you.

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Tiwill44

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Edited By Tiwill44

I'll be honest, I'm more interested in what girls think of this game, considering they were the target audience. The other thing I was curious about was the music, but there's no comment on that either.

Also, why is everything in this review about the gameplay and nothing else? This isn't an Atari game, there's been more to video games than gameplay since the NES. Aside from the gameplay, all the reviewer had to say about this game was this:

Story: rote/10
Graphics: cute/10
Sound: N/A (probably played it muted while watching netflix)
Performance: some frame-rate issues

"A jump button in a top-down Zelda game? Hell yes" ... was making Roc's Feather a part of the base kit really so exciting to the reviewer that it's the game's second most important highlight?

I guess when the story is rote and the sound is not even worth talking about, but you still gotta figure out how to give this game a 9+ because it's Zelda, this is the kind of review you end up with.

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Sound_Demon

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@Tiwill44: The game Stardew valley which is probably the most popular game for girls doesn't even break 50% female playerbase. Female appeal and attraction is completely nonsense and not a real goal. Is ghost of tsushima 2 supposedly for women as well? nah. It's an imaginary market. Women strictly by statistics are not interested in these products. At best they want a game like animal crossing or stardew.

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Tiwill44

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@Sound_Demon: Or the Sims. But we're talking about how things have been up to now. Their goal is to try to change that overtime, so that more girls buy more games and later on become devs themselves. Whether that's achievable is up to women, hence my interest in their reception to these games.

To put it bluntly, when a game is attempting to target primarily a male audience despite only having a female protagonist, the character in question usually has an element of appeal for men. I'm sure I don't need to spell out what Lara Croft, Bayonetta and Samus have in common.

In this case, the choice of art style indicates that the game is meant to be approachable for kids, which is why I said girls and not women. Most little boys are not going to want to play as a little clay princess, statistically speaking.

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Boodger

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I thought Tears of the Kingdom was atrocious, so that comparison definitely has me dodging this game.

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Muddrox

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@boodger: I don't understand how anyone could think TOTK is atrocious. What metric are you using thst is so unrealistically high that it would be almost impossible to deliver? I get if the game was a disappointment to you but to say it is atrocious feels unreasonably negative given the amount of polish and technical mastery that went into it. As a indie game developer myself, do you have any idea how difficult it would be to make a game like that work on potato hardware like the Nintendo Switch? It's crazy stuff.

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Boodger

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@muddrox: i recognize the technical genius of making a game like it work, but I don't play games because of their backend miracles, I just want to have fun. And I didnt think TotK was fun at all, it was a slog to play; I hated the ultra hand mechanics, I just don't want to assemble things as a core part of the gameplay loop.

I also don't like "sandbox" gameplay. I can stomach open world when the experience is still tight and focused, but TotK was designed with a philosophy of "there are a dozen different ways to solve every puzzle", and is generally unfocused and meant for to just wander around in. And the story was really bad. The whole experience was a chore.

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Muddrox

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@boodger: I can appreciate where your coming from but I loved a lot of those things you thought were chore-like. I love assembling weird contraptions, it felt really cool and empowering. I think it's safe to say the game doesn't vibe the same way with everyone.

However, I feel like to say it is atrocious is a bit much. I mean, obviously you strongly disliked the game but can it really be that bad if others, like myself, find worth in the same things you hate? You are absolutely allowed to hate it and be critical of it but to say it is atrocious seemingly implies that the game is just a comprehensive disaster at nearly every level, a game so bad that nobody should play it.

Of course, perhaps I am looking into this too deeply. Perhaps decrying the semantics for how someone describes a thing they did not enjoy probably is just needlessly nitpicking. That's all to say that I accept how you feel and my aching heart will go on lol.

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Life-is-a-Game

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Quality games from Nintendo as always 😊

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GirlUSoCrazy

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Is it fun if you don't really like puzzles in games?

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what101

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@girlusocrazy: If you don't like Puzzles in games then the Zelda games have never been for you lol

Minus probably the spin offs like Dynasty Warriors game and the Crosbow one, that's like 50% of what makes Zelda what it is, old and new.

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GirlUSoCrazy

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Edited By GirlUSoCrazy

@what101: Does that mean this game has about the same amount/difficulty of puzzles as past Zelda games? I could live with that, because there was a lot of focus on combat and exploration.

The review worries me a bit because they say "Puzzles can get pretty darn challenging. In fact, some of them stumped me for longer than any puzzle in Breath of the Wild or Tears of the Kingdom." which I haven't heard about previous Zelda games. It sounds like that would be something that detracts from my enjoyment.

I'm wondering how many of the puzzles can be skipped and if the tougher ones are optional.

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Sound_Demon

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@girlusocrazy: I mean idk why the reviewer thinks TOTK and BOTW was puzzle heavy. Nearly every puzzle there is optional but in EoW, even the combat is literally some kind of action puzzle.

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