Using brand-new magic to battle and solve puzzles fits neatly into the top-down Zelda formula, despite some missteps.
Don the usual green tunic, destroy monsters, and defeat the Zelda-kidnapping big-bad, Ganon.
The focus immediately shifts to Zelda, at which point we learn that Link’s fate isn’t isolated.

Yes to things like pots and blocks of ice; no to rupees, bridges, or larger boulders.
Yes, we were supposed to build a rickety bridge-ladder-thing over there.
This is the primary limiting factor throughout Echoes of Wisdom.

In battle, one armor-clad, sword-wielding Moblin is the same as four wimpy, flying, homing-attack Keese.
Each option is effective, and fun, for different reasons.
The bind function offers two ways for the Tri Rod to grab echoes and other objects in the wild.

The first is a basic grab, with the object or echo following Zelda’s movement.
Want to use an echo as a shield?
And the act of dropping ideal enemies in a frenetic battle comes with satisfying visual and audio feedback.

Can magic fix menus?
But once my deck exceeded 60, I slammed into echo fatigue.
This is due in large part to Nintendo’s excruciating lack of echo sorting options.

Players can’t tap “like” on a favorite to quickly access it.
Echoes of Wisdom hits a much sweeter spot between classic Zelda tropes and fully refreshed gameplay.
In particular, targeting enemies with an echo often doesn’t work.

The Hyrule in Echoes of Wisdom is largely defined by smaller-stakes stories spread across its landscape.
It’s the game’s biggest surprise by far; do not play this game on mute.
In all, Nintendo and Grezzo have pulled off a surprisingly refreshing retooling of the Link’s Awakening engine.

All hail Princess Zelda.





















