It’s fairly safe to say that everyone was pretty jazzed when Nintendo announced The Legend of Zelda: Echoes of Wisdom. We haven’t had a new top-down Zelda game since 2013’s A Link Between Worlds, assuming of course you don’t count Tri Force Heroes, and if that was your mindset, we wouldn't entirely blame you.
But the real test to see if all this non-swordy-style gameplay could actually work is actually playing it. Thankfully, Nintendo graciously invited us to do just that, so we’re the experts on the matter now. Accept no substitutes.
Our 80-minute playthrough began at the very early stages of the game, just after meeting Tri, the little wisp-cum-fairy that makes the entire gameplay possible (phew). We had to manoeuvre our way past some guards, and wouldn’t you know it, the solution involves using those Echoes they’ve been showing off in all the trailers. We say solution, but the reality is that there are several ways to go about things.
The obvious is to just build some stairs out of various objects in order to clamber over the conveniently stacked boxes like you’re trying to get thrown out of the local IKEA, but as you acquire more and more Echoes, you can get significantly more creative. Lobbing a pot will naturally create a flipping big noise to draw guards’ attention, opening a window of opportunity to slip behind them, and crates can be spawned to block their view or create an emergency hiding spot (provided they don’t see you will the wood into existence). It’s all relatively simple stuff, but effortlessly and satisfyingly implemented.
Then you might discover that you can instead jump inside a pot and hop your way to victory in a manner extremely reminiscent of the bottomless barrel from Wind Waker and (to a lesser extent) Breath of the Wild. This, for us, was the point where we started to really see what was what.
If that sounds like it’s bordering on the emergent gameplay found in the likes of Link’s more recent outings, you’d be dead right. If you didn’t like that style of gameplay for whatever reason though, don’t navigate away just yet, you impatient little clicker, because Echoes of Wisdom also contains so much DNA from classic top-down Zeldas that it actually had us slightly surprised.
Later on in our play session we entered the Still World, wherein loads of people and trees, and probably financial stability, are kept in stasis, and we wandered into a dungeon. Not a Divine Beast, not an open-ended romp around floating wet platforms in the sky - a linear dungeon just like Mama used to make.
Despite our apparent flippancy, we’re huge fans of the open-ended gameplay offered in the likes of Tears of the Kingdom; it allows for some incredibly creative and leftfield gameplay and solutions to problems, but we can’t deny that it really was refreshing to come back to the old faithful designs of the past.
That’s not to say you won’t be using fun and creative ways to get through the dungeon though, no sir! Echoes are the bread and butter of the whole experience (with one exception), and every puzzle has multiple different Echoes that can help you overcome them. We were particularly fond of the Strandtula, a spider which creates a strand of spider’s silk that reaches all the way up to the ceiling, rendering essentially every challenge that required us to reach a high platform completely straightforward.
And that’s the twist that Echoes of Wisdom has put into its structure; whereas previous top-down Zelda games all but trivialised combat if you were familiar with the basics of a sword and shield and relied on its puzzles to provide the real challenge, Echoes of Wisdom trivialises the puzzles.
If you’re vaguely competent at extrapolating from incomplete information, you’re probably expecting us to say ‘...and the combat is the real challenge.' And you’d be right. Well done, you.
Combat in Echoes of Wisdom is tough, particularly to start with. Once you get the ability to create spiky Urchins a lot of the more basic enemies become simple on their own, but even the humble Spear Moblin provided a surprising amount of brainpower for us to overcome. It just backs away quickly and constantly and throws spears at you, so Urchins aren’t as reliable as they once were. We tried spawning a load of Ropes (read: snakes) to spam it to death, but it just ended up on a slightly higher bit of ground our tiny friends couldn’t reach.
Furthermore, we came across a whole band of Moblins. Well, three, but it certainly felt like a lot more at the time. Our bright idea was to distract them with a meat Echo (standard) and spawn our own Moblin to spear them in the back. Instead, our Moblin couldn’t resist the large chunk of magically created animal flesh and joined its brethren in chowing down. Thanks a lot.
This complexity peaked once a shadowy Link appeared to stop us in our path. Considering he disappeared into a puff of smoke at the end, we’re fairly confident it wasn’t the real Link, but boy howdy did he fight like he was. Being on the receiving end of Link’s ‘combat is trivial’ skillset meant that we were faced with a threat unlike any other we’d fought before. He was constantly moving towards us, keeping his eyes fixed on our location, shield up, ready to swipe in just a few frames.
Link was honestly terrifying - we never want to be an enemy in a Zelda game if fate will allow it. We tried everything we could, but beyond a few hits in the back of the head from a Moblin spear here or there, his shield blocked everything else, and we couldn’t attack fast enough to counter once he dropped his guard to stab us.
Then it struck us. Earlier in the dungeon we’d needed to use Tri’s Bind to pull a shield off something to progress. Our dingus brains hadn’t made the connection straight away, but sure enough, Link’s guard could be disabled by ripping that beggar from his hands. That’s when he started moving about twice as quickly and became significantly more aggressive. Whoops.
We hasten to point out that this is absolutely not required to defeat him — we managed to take him down to less than half health with a series of bodge-attacks from Echoes — but this one little bit of effortlessly elegant, expert game design was unbelievably satisfying.
Defeating 'Link' also provided us with a recently announced gameplay feature, Swordfighter Form. This gives Zelda a sword (!) and your abilities essentially mirror those of Link. At first, we were a touch disappointed by this, feeling as though it was an admission that the game couldn't be carried by Echoes alone, but after a short time, we changed tune.
Swordfighter Form is (at least when we played it at 'Level 1') stupendously brief, lasting maybe 15 seconds. It's seemingly required for a few puzzles, but more than anything it served as a 'panic button' for us. If we were suddenly mobbed by an onslaught of nasties, we could rely on Swordfighter Form to quickly give us a breather, but the energy you need to recover in order to use it again was surprisingly scarce. Nicely balanced - well done, Nintendo.
We left wanting more. Wishing we could stay on and progress further than we were allowed, wishing we could take a copy home and start playing around with everything. We even wanted to replay a lot of what we’d already done because we knew there were other ways we could have done things, and because the game doesn’t really care how you solve something as long as you solve it. We’re certain our madcap ideas would have worked.
Comments 32
I kind of wish that it was more traditional 2D since new Zelda fans already have BotW and TotK to do most of these mechanics, but I guess that it has the bigger audience now so it makes sense from a selling standpoint
This sounds fun. Wondering how it performs compared to Link's Awakening which had frame rate issues.
I like what I'm hearing.
And I've never played BOTW or TOTK.
Calm down, Nintendo Life. You'll be getting your review copy soon. Your brief play session was just teaser for what's to come.
So glad they brought back the vingette-blur effect. 😮💨
Love that the fighting is challenging! But a little afraid of the "Echoes of Wisdom trivialises the puzzles."
I know it is very hard to make, but I would want some puzzles to challenge you and have 1/2 ways of solving and not just piling up a lot of beds or just using the spider for everything.
Anyways still expecting this a lot!
Was curious about the performance vs the stuttery Link's Awakening remake...
Happy to hear this has a pleasant mix of both. Especially by integrating the more classic style of Dungeons (which is really what everyone is craving).
That said, to be honest I find the emergent styles of gameplay from BOTW/TOTK far more appealing to me as opposed to the classic "1/2 solutions" which has become very outdated IMO for 3D Zelda's (but not so much in top down Zelda's as the LA remake proved).
This looks to provide a nice middle ground
Sounds great. I've already pre-ordered. I never actually played TotK because it sounded a bit much for me, but this game sounds like the perfect combination of styles.
@Apebitmusic you would hope it has been improved in the last 3 years. The trailers look good in that regard, whereas the LA ones you could see a bit of a frame drop
@batmanbud2 do yourself a favour and play BOTW
"Zelda: Echoes of an Illusive Age" looks pretty solid so far.
@Lynel_Richie I agree. I didn't even enjoy BOTW all that much, but still Im the type to say experience something once.
@Apebitmusic Eurogamer's preview mentions the stuttering is still there.
@Lynel_Richie Agree, it's the first Zelda game to blow me away
@Apebitmusic @MikeHiscoe @Indielink Alex mentions it in this video too with the frame rate waffling, which would cause a stutter. He mentions it would have been nice if they locked it to 30 fps to deal with waffling, but said it wasn’t THAT bad.
Thanks for the Hands On, looking forward to Nintendo Life's review and playing Echoes of Wisdom myself as soon as my discounted physical copy arrives - really can't wait to play it after all I've seen/heard of it and considering it's coming so soon!
It's in 3D not 2D. LOL 😆😅
@batmanbud2 do yourself a favour and play BOTW and TOTK.
I'm SO hyped for this game! I love both the old and new Zelda the same, and I really liked the LA remake's art style, so this game is totally right up my alley. Can't wait!
@Deviant-Dork What they mean is that while the games assets are 3D models, the game functions on a flat plane, the camera is not freely movable, etc. So it plays like a classic 2D game, a la the GBA.
I like that there’s a proper dungeon. I just hope there are multiple proper dungeons. Link to the Past and Ocarina of Time had loads of dungeons, and it’s no coincidence they’re my two favourite Zelda games.
I’m still undecided on the lack of traditional combat, but if there are lots of dungeons and puzzles within those dungeons I’ll be flexible on the unusual approach to combat.
I hope the creativity aspect isn’t too much of a focus either. I prefer to leave that kind of stuff to Minecraft and such like. It’s one of the reasons I don’t like BotW and TotK all that much.
I’m cautiously optimistic.
@CaleBoi25 I do understand what they mean but they are inaccurate in the way they're discussing things, so they are wrong by definition.
It's a 3D game and to say something different would be inaccurate reporting.
I hope there is no a gamebreaking echo, as the hoverbike was in TOTK. Learning to build a hoverbike ruined the motivation to build more creative things. The hoverbike was just perfect for almost any situation...
So hyped for this game. Cannot wait.
did they mention the frame rate issues in the game?
Okay just from the video there I understand that I'll be playing in hero mode most likely.
So happy that the option is there.
Pre-ordered and ready for the tail end of this month. Due to the weird release date, I won't get to it until the next day though - I plan on filing for that Friday off. That's turning into a busy weekend outside of my hobbies.
I'm very happy this is coming so soon.
I watched the video then quickly scanned the article, I knew Alex had played but Nintendo life articles consider themselves a whole so they use 'we', but in my mind I was just wondering how many people live inside Alex that he refers to himself as plural. Perhaps when he turned to the side in the video he was actually conversing with alternate versions of himself. The glorious mystery that is Alex Olney(s).
Super excited for this game
Everything I hear about this game makes me more excited. Really happy to have Nintendo experimenting with new game design instead of re-treading old ground. Nintendo's been on an incredible streak of good games this generation. A third new mainline Zelda game on one platform, that is unheard of. Can't wait.
Sweet, another free Nintendo game!
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