Entertainment

Echoes of Wisdom’s Still World Breaks A Zelda Tradition & Leaves So Much To Be Desired

The Legend of Zelda: Echoes Of Wisdom‘s Still World breaks a certain Zelda tradition, but it may be for the worse. It’s no secret how Echoes of Wisdom sets itself apart from previous Zelda entries, as it ignores many of the series’ conventions. From Princess Zelda herself becoming the protagonist to the new Echo mechanic that’s introduced, Echoes of Wisdom goes out of its way to carve a new path forward for the series to follow.




Many of Echoes of Wisdom‘s new implementations elevate the overall experience, as they shake up the traditional Zelda formula in an intriguing way. The Echo mechanic, for example, forces the player to change how they may approach puzzles or combat scenarios, which makes them far more engaging than previous titles’ more typical approach. However, not all changes are made equally. The introduction of the Still World breaks a common tradition of alternate worlds in Zelda games in a way that ends up leaving a lot to be desired.


Echoes of Wisdom’s Still World Was Heavily Segmented

Each Segment Felt Repetitive And Tedious As A Result

Custom Image by Ben Brosofsky


The concept of the Still World is quite intimidating when it’s first introduced. Null’s ability to strip large parts of Hyrule results in them forming a disjointed, barely strung-together home that feels weirdly unsettling. The half-destroyed monuments, alongside the floating bodies of Hyrule citizens, do a fantastic job of creating a sense of fear when Zelda first steps foot in the Still World.

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However, that fear quickly vanishes as Zelda begins to traverse the world. Despite the Still World being seemingly big enough to consume large parts of Hyrule, the player’s own perspective comes in small segmented areas that are separated from one another. Each segment of the Still World gives the player one of two simple objectives: save Tri’s trapped friends or clear a dungeon. Because of the linear structure that comes from these restrictive areas, the path forward is made fairly obvious, removing any sense of mystery the Still World is trying to elicit.


Echoes of Wisdom‘s biggest fault with the Still World is the adoption of this linear, restrictive structure that makes each area feel very repetitive. The usual obstacles that appear in the Still World, from the combat encounters to large gaps that must be overcome, are often recycled with little variation, removing any potential for challenge. Any sense of danger quickly vanishes as the player is fully aware of what awaits them, causing traversal of the Still World to feel far more tedious than intended.

Other Zelda Games Had Far Better Alternate Worlds

These Titles Gave Players Much More Freedom

Lorule Castle from The Legend of Zelda: A Link Between Worlds.


Echoes of Wisdom is not the first Zelda entry to utilize the concept of alternate worlds for the player to explore. Multiple titles, including Tears of the Kingdom, A Link To The Past, and A Link Between Worlds all include a darker, more dangerous world for the player to traverse, and all of these options end up being far more memorable than the Still World.

Rather than adopting the Still World’s more segmented layout, these other Zelda titles provide fully interconnected alternate worlds that essentially double the size of each game. Not only does the sheer size exceed that of Echoes of Wisdom, but the open structure also lends itself to the more intimidating atmosphere these darker worlds evoke. The freedom offered upon entering these new locations is actually made more daunting as the path forward is made less clear, resulting in a far more cautious trek through these unfamiliar worlds for those unsure of where to go and what dangers might lie ahead.


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These Zelda titles also exceed Echoes of Wisdom thanks to more involved challenges in these unfamiliar worlds. Many puzzles or challenges often require the player to consider both the light and dark world and the connections between them. For example, A Link Between Worlds often forces the player to compare the layouts of both Hyrule and Lorule, identifying key differences and entry points in order to reach areas that would otherwise be inaccessible. These more involved challenges make for a far more engaging experience than the Still World offers.


Zelda Works Best When Players Are Free To Explore

The Still World Is Counter-Intuitive To The Core Of The Zelda Series

The contrast in quality of Echoes of Wisdom‘s Still World compared to previous Zelda titles shows how its biggest issue lies in the lack of freedom given to the player. Part of the Zelda series’ appeal comes in the player’s ability to explore new worlds to their heart’s content. By taking away said exploration, players lose that sense of discovery and excitement that comes from trying to find everything the game has to offer. The Still World is counter-intuitive to the Zelda series’ focus on freedom, making its inclusion feel lackluster as a result.

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Outside the Still World, Echoes of Wisdom succeeds in creating that freedom that’s core to the Zelda series. As previously mentioned, the implementation of the Echo mechanic gives players the ability to approach puzzles, enemies, and traversal in their own way, experimenting with the Echoes at their disposal in order to craft their own path forward. Many of Echoes of Wisdom‘s new inclusions work towards allowing the player to tailor this new Zelda experience to themselves and how they want to play, making the Still World’s rigid structure all the more confusing.

Echoes of Wisdom‘s departure from multiple series staples ultimately improves the experience. These changes result in a Zelda entry that feels fresh and exciting while staying true to the core of the series. The Still World fails precisely because its inclusion goes against these core components of The Legend of Zelda: Echoes of Wisdom, and an attempt to improve on the traditional Zelda formula resulted in an inclusion that feels empty and leaves a lot to be desired.


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Released
September 26, 2024

Developer(s)
Nintendo , Grezzo

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