The Legend of Zelda: Echoes of Wisdom plays like a traditional Zelda game, remixed

The Legend of Zelda: Echoes of Wisdom feels like a kindred spirit to the 2019 remake of Link’s Awakening, both in challenge and in vibes. It’s a far cry from the incredibly intricate and complex worlds in Tears of the Kingdom, and while I only played for about 90 minutes (spread over two different parts of the game),I came away from the demo charmed by the gorgeous, tilt-shift art style. Not to mention being quite pleased to finally be playing as Zelda for the first time in the series that bears her damn name. And while plenty of adults will surely enjoy The Legend of Zelda: Echoes of Wisdom, it also feels tailor-made as an entry point for younger players.

We already knew about the art style and playing as Zelda — what was most important about this preview was that I got a chance to see just how Zelda’s “echoes” worked in the game itself. As you’d expect, there’s a gentle tutorial that shows you the ropes. My playthrough started not long into the game, with Zelda imprisoned; my first challenge was finding a way to sneak her out of the dungeon. Fortunately, Zelda is equipped with the Tri Rod, a tool that lets her clone objects and beasts alike. Shimmering objects on the screen can be saved as echoes, the first of which was a humble crate. Once you learn an echo, you can summon it with a tap of a button — but echoes use up power so you can only have a few on the screen at once. Along with the Tri Rod is a little spectral creature Tri who helps you along and indicates how much power you have to make echoes at any given time.

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I was surprised at how many random things I could turn into echoes and how useful they ended up being. After learning the crate, I also learned how to create an “old bed” — something that doesn’t provide as much height as the crate, but is long enough to span small chasms. Making three of them on top of each other made for a solid little bridge.

But you can’t fight off enemies with a crate — that’s where learning echoes of monsters comes in. The first bad guy I encountered was defeated by clobbering it with a boulder. But after that, I was able to summon the same gelatinous little bad guy with the Tri Rod and sic him on other enemies. Beating more monsters greatly expands your attacking capabilities. I soon took down a Keese, which I could then use to attack other aerial baddies. I further expanded my arsenal by taking down a spear-throwing Moblin and a powerful knight who has a wicked swing attack.

I’m very much looking forward to seeing what other echoes you can learn throughout the adventure and how you can combine them to bizarre and hilarious effect. For example, I was able to learn an echo for a trampoline, and then drop a Moblin on it and have him bounce up to a higher level in a dungeon to go after enemies up there. I’m sure that there are going to be a ton of wacky and creative ways that people combine echoes, especially as Zelda’s capabilities grow and you’re able to have more on the screen at one time. It’s not nearly as complex as the Ultrahand ability from Tears of the Kingdom, but it does allow players to figure out puzzle solutions in a variety of ways — there won’t always be a “right” way but there may be lots of ways to get the job done.

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Zelda also has a “bind” ability, which lets her attach herself to objects that then follow her movements. The example of this shown off in a recent trailer is a great intro to the new power: after grabbing a giant boulder, you can just walk “down” the screen; the boulder follows and is then perched over a chasm that you can drop it into, clearing the path forward. You can also bind yourself to moving objects, like floating platforms, and grab a ride along with them.

Sometimes, though, just relying on echoes to do your dirty work for you won’t be enough. Fortunately, Zelda picks up a crucial new ability in the first dungeon I played: the ability to switch into “swordfighter” mode. To do this, I had to beat up a possessed version of Link, who you might remember as the hero in literally every other Zelda game. Once you defeat this pseudo-link, Zelda is outfitted with a cute shield and sword and can attack enemies head-on. The only catch is that she can only stay in this mode for a limited time. If you run out of power, you’ll need to grab crystals from downed enemies to refresh yourself and switch modes again.

This adds a fun way to get some of the classic Zelda experience in this game, but with a time constraint to make sure players don’t abuse it. Further complicating things is that you can’t use echoes when you’re wielding a sword, so you’ll need to pick your sports. The boss at the end of the Suthorn Ruins dungeon I played through was a great example of how you can use your powers in concert — using echoes and the bind ability, I was able to make the cartoonishly menacing Seismic Talus vulnerable, and then I switched to sword mode and walloped it until I took it down.

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While most of my demo took place in the aforementioned dungeon, I was able to explore a relatively small slice of Hyrule. Rest assured, this map is quite different from other versions of Hyrule you’ve explored, though there are some classic traits from other games (mountains to the north, a castle smack in the center, a beach to the south). What I saw was colorful and vibrant, and tailor-made to using your echoes to get around more efficiently.

As for difficulty, this feels like one of the most approachable Zelda games I’ve played in a while — but it’ll present some challenges of its own. The first dungeon was short and sweet, but I did die a few times while I tried to figure out which echoes I needed to combat some powerful enemies. Similarly, the environmental puzzles aren’t too tough, but they differ significantly from other games because you need to use echoes to solve them. For me, it wasn’t always obvious what solution the game was pushing me towards. But I think that was primarily because I often forgot about some of the echoes I had at my disposal. Once I remembered the right tools, the solution was pretty evident.

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Probably the biggest challenge that I can see is going to be managing all of those echoes. At the end of the demo, I had picked up more than a dozen, and the linear menu system that I used to switch between them could get extremely unwieldy once that list grows. If you’ve played Tears of the Kingdom, it’s similar to the menu you use to choose an item to attach to an arrow before you fire it, another pretty unwieldy system. I believe you can access different echoes through the pause menu, sort of like selecting weapons or items in the Zelda games of old, but I didn’t spend too much time messing around with such things.

From what I’ve seen so far, Echoes of Wisdom is simultaneously a throwback and a new adventure. The top-down presentation and overall vibe remind me of plenty of old Zelda games besides the obvious Link’s Awakening comparison. But the gameplay is completely different in a way that should provide experienced players with a totally different challenge, and the lower difficulty level will make it, along with Link’s Awakening, a great first Zelda game for younger adventurers.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-plays-like-a-traditional-zelda-game-remixed-130053301.html?src=rss 

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