The Legend of Zelda: Echoes of Wisdom - overview trailer



The next Zelda game is around the corner, and Nintendo is eager to show off more of The Legend of Zelda: Echoes of Wisdom ahead of the game's launch later this month. A 5-minute overview trailer shows off the biggest feature of the game: using the Tri-Rod to create echoes of items and monsters. Zelda also has the ability to bind objects to her movement, so you can move larger obstacles to solve puzzles and reach secrets. There will be sidequests, equipment that changes your abilities, and the Still World with large dungeons and bosses. The Legend of Zelda: Echoes of Wisdom releases on the Nintendo Switch on September 26th.
 

Paralel

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I'm impressed that the XCI hasn't leaked yet. I guess Nintendo has really tightened things up since the leak of ToTK so many months early.

Although, apparently, people will be able to download the NSP for preload up to a week early. I have no idea how that works with preloads, if people have to wait for an encryption key from Nintendo before it will be playable, etc... or not.
 
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Seriel

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I have no idea how that works with preloads, if people have to wait for an encryption key from Nintendo before it will be playable, etc... or not.
That's exactly it, the game is downloaded encrypted (the same as every game), but they don't release the decryption key until the time the game is out. Once it's out, your console downloads the key and can use it to run the encrypted game it had downloaded. For games that aren't preloads, the key is just given at the same time as the game is downloaded.
 

AkiraKurusu

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So what do you want from a Zelda? Always the same damn thing until the end of time?
The 'traditional' formula, yes, because each game receives their own spin on it. Sure, the overall high-level design between Ocarina of Time, Majora's Mask, The Wind Waker, and Twilight Princess may be similar, but they each add their own unique quirks to it - Majora's Mask had the masks and three-day cycle; The Wind Waker had sailing and counterattacks; Twilight Princess had Wolf Link and the Hidden Skills.
Each game also has its own arsenal of equipment gained through exploration, too, to make them even more unique.

As I personally see it, the 'traditional' formula is NOT "always the same damn thing until the end of time", due to these notable distinctions, not to mention art style shifts and the like. As such, I would be perfectly happy keeping this overall formula, since the four games I mentioned (alongside Link's Awakening and A Link Between Worlds) are all incredibly fun games I'll happily return to.

The "experiments", called that as Nintendo initially referred to BotW as such during development to justify the major genre shift, are nowhere near as replayable and enjoyable - in my opinion. I've finished both BotW (in 2020) and TotK (in 2023), and ugh; so many things wrong with them. One-and-done games, they are, and when I went back to TP HD after TotK I was amazed at how much better the originally-2006 game still is. I was actually having fun traipsing around this much more compact and well-designed version of Hyrule, going through the well-designed and fleshed-out dungeons, fighting through the great bosses.
I wasn't burdened by a stamina wheel, nor did I have to worry about my sword (or other equipment) suddenly breaking after a couple hits; additionally, due to the compact nature of this Hyrule, it didn't take me forever to get from one side to another, nor was I ever confused where anything was, unlike in the open-world duo.

Heart Pieces and ammo bag upgrades and stuff are also way more exciting to collect than Korok Seeds, too, and spreading the various pieces of gear throughout dungeons and sidequests meant there was always something to work towards, to look forward to - as opposed to having all the main Sheikah Slate/hand powers given to you at the start. Boooring.
Oh, and yes, A Link Between Worlds did have most of the 'dungeon' items available in Ravio's shop to rent or outright buy at any time, but they cost a pretty Rupee at the start, renting them means them being forcibly returned upon death, and there were still other equipment hidden in dungeons anyways - such as the tunic upgrades and Master Ore and stuff. Not nearly as boring as BotW/TotK.



Also, there hasn't been a new 'traditional' game since 2013's A Link Between Worlds; ever since, all we've gotten are remakes and remasters of old classics. It's impossible for this formula to be "stale" at this point, considering the prolonged absence; heck, it'd be fresh again by now.
 
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GengarsGhostlyGiggles

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Hard pass from me.

The 'traditional' formula, yes, because each game receives their own spin on it. Sure, the overall high-level design between Ocarina of Time, Majora's Mask, The Wind Waker, and Twilight Princess may be similar, but they each add their own unique quirks to it - Majora's Mask had the masks and three-day cycle; The Wind Waker had sailing and counterattacks; Twilight Princess had Wolf Link and the Hidden Skills.
Each game also has its own arsenal of equipment gained through exploration, too, to make them even more unique.

As I personally see it, the 'traditional' formula is NOT "always the same damn thing until the end of time", due to these notable distinctions, not to mention art style shifts and the like. As such, I would be perfectly happy keeping this overall formula, since the four games I mentioned (alongside Link's Awakening and A Link Between Worlds) are all incredibly fun games I'll happily return to.

The "experiments", called that as Nintendo initially referred to BotW as such during development to justify the major genre shift, are nowhere near as replayable and enjoyable - in my opinion. I've finished both BotW (in 2020) and TotK (in 2023), and ugh; so many things wrong with them. One-and-done games, they are, and when I went back to TP HD after TotK I was amazed at how much better the originally-2006 game still is. I was actually having fun traipsing around this much more compact and well-designed version of Hyrule, going through the well-designed and fleshed-out dungeons, fighting through the great bosses.
I wasn't burdened by a stamina wheel, nor did I have to worry about my sword (or other equipment) suddenly breaking after a couple hits; additionally, due to the compact nature of this Hyrule, it didn't take me forever to get from one side to another, nor was I ever confused where anything was, unlike in the open-world duo.

Heart Pieces and ammo bag upgrades and stuff are also way more exciting to collect than Korok Seeds, too, and spreading the various pieces of gear throughout dungeons and sidequests meant there was always something to work towards, to look forward to - as opposed to having all the main Sheikah Slate/hand powers given to you at the start. Boooring.
Oh, and yes, A Link Between Worlds did have most of the 'dungeon' items available in Ravio's shop to rent or outright buy at any time, but they cost a pretty Rupee at the start, renting them means them being forcibly returned upon death, and there were still other equipment hidden in dungeons anyways - such as the tunic upgrades and Master Ore and stuff. Not nearly as boring as BotW/TotK.



Also, there hasn't been a new 'traditional' game since 2013's A Link Between Worlds; ever since, all we've gotten are remakes and remasters of old classics. It's impossible for this formula to be "stale" at this point, considering the prolonged absence; heck, it'd be fresh again by now.
VERY WELL SAID.
 

MayorBryce

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The 'traditional' formula, yes, because each game receives their own spin on it. Sure, the overall high-level design between Ocarina of Time, Majora's Mask, The Wind Waker, and Twilight Princess may be similar, but they each add their own unique quirks to it - Majora's Mask had the masks and three-day cycle; The Wind Waker had sailing and counterattacks; Twilight Princess had Wolf Link and the Hidden Skills.
Each game also has its own arsenal of equipment gained through exploration, too, to make them even more unique.

As I personally see it, the 'traditional' formula is NOT "always the same damn thing until the end of time", due to these notable distinctions, not to mention art style shifts and the like. As such, I would be perfectly happy keeping this overall formula, since the four games I mentioned (alongside Link's Awakening and A Link Between Worlds) are all incredibly fun games I'll happily return to.

The "experiments", called that as Nintendo initially referred to BotW as such during development to justify the major genre shift, are nowhere near as replayable and enjoyable - in my opinion. I've finished both BotW (in 2020) and TotK (in 2023), and ugh; so many things wrong with them. One-and-done games, they are, and when I went back to TP HD after TotK I was amazed at how much better the originally-2006 game still is. I was actually having fun traipsing around this much more compact and well-designed version of Hyrule, going through the well-designed and fleshed-out dungeons, fighting through the great bosses.
I wasn't burdened by a stamina wheel, nor did I have to worry about my sword (or other equipment) suddenly breaking after a couple hits; additionally, due to the compact nature of this Hyrule, it didn't take me forever to get from one side to another, nor was I ever confused where anything was, unlike in the open-world duo.

Heart Pieces and ammo bag upgrades and stuff are also way more exciting to collect than Korok Seeds, too, and spreading the various pieces of gear throughout dungeons and sidequests meant there was always something to work towards, to look forward to - as opposed to having all the main Sheikah Slate/hand powers given to you at the start. Boooring.
Oh, and yes, A Link Between Worlds did have most of the 'dungeon' items available in Ravio's shop to rent or outright buy at any time, but they cost a pretty Rupee at the start, renting them means them being forcibly returned upon death, and there were still other equipment hidden in dungeons anyways - such as the tunic upgrades and Master Ore and stuff. Not nearly as boring as BotW/TotK.



Also, there hasn't been a new 'traditional' game since 2013's A Link Between Worlds; ever since, all we've gotten are remakes and remasters of old classics. It's impossible for this formula to be "stale" at this point, considering the prolonged absence; heck, it'd be fresh again by now.
imo the open nature of the latest Zelda games are what make them fun for me. Coming up with creative solutions to a problem is the fun part, not poking around through your items until you figure out the one you need to get past something. TOTK and BOTW are fun because you get bite-sized puzzles in the form of shrines that you can solve any way you want, and then you get bigger dungeons that require you to figure out creative ways to get to different locations. My only gripe with the dungeon system was I wish the dungeons were longer, but then again, there are more dungeons in this game to make up for it.

If I wanted to play a game with one right answer, I'd play Ace Attorney.
 
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AkiraKurusu

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imo the open nature of the latest Zelda games are what make them fun for me. Coming up with creative solutions to a problem is the fun part, not poking around through your items until you figure out the one you need to get past something. TOTK and BOTW are fun because you get bite-sized puzzles in the form of shrines that you can solve any way you want, and then you get bigger dungeons that require you to figure out creative ways to get to different locations. My only gripe with the dungeon system was I wish the dungeons were longer, but then again, there are more dungeons in this game to make up for it.

If I wanted to play a game with one right answer, I'd play Ace Attorney.
Maybe I'm not as imaginative or creative as other people are, but I find it much easier to solve puzzles when I've got a set list of possible solutions instead of an open-ended answer - and how equipment is used in 'traditional' dungeons is quite creative anyway, such as the variety of uses for the Clawshots and combining them with the Iron Boots to weigh things down in TP, or using the Gust Jar to both suck up dust patches to reveal switches and to slingshot you around the room (by attaching the Jar to bouncy mushrooms) in Minish Cap. The Gust Jar's also used to direct lily pad travel.

As for the shrines, in my experience they also really only had one solution too - noclip upwards to get to a higher platform, or construct the one exact thing needed to get past a gap (such as a platform with a hook on it, to ride down a rail over a large pit). A lot of shrines are also combat-focused instead of puzzle-focused, requiring you to slay a bot in a straight-up fight, or having all of your stuff temporarily removed and forcing you to rely on whatever weapons you can find (and making you more vulnerable, as you take more damage without your armour). These shrines also only have one solution, and that's to use the clunky combat mechanics and deal with the aggravatingly-fragile weapons.

The Divine Beasts and Temples, in BotW/TotK, also lack the same flair as 'traditional' dungeons - for one thing, as I mentioned in my earlier post, there's no dungeon items to look forward to collecting, and thus there's nothing to 'shake up' the dungeon partway through. There's no real minibosses either, nor any hidden Heart Pieces or other goodies, and manipulating the Beasts in BotW is rather confusing and counterintuitive, at least for me.
As for the Temples, all of them (aside from the underground one) revolve around you guiding the regional Champion to specific devices they can activate with their powers - gongs for the Goron, wind turbines for the Rito, water turbines for the Zora, electric devices for the Gerudo - in order to unblock the way to the boss fight.
The Temples really have no distinguishing identity as a result, with the only outlier being the underground one as that involves constructing a robot shell for that Champion to inhabit, making it by far the best of a bad lot.



I'm sorry, but the shrines and Beasts/Temples just don't cut it for me; they're nowhere near as excellently-designed as 'traditional' dungeons.
 
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The Legend of Zelda: Echoes of Wisdom is come in 13 days left to go. It's under 2 weeks.

Everyone will excite about this game.

This game not leak out on internet right now yet. Maybe leak out around on 9-24-2024 to 9-25-2024 before release on 9-26-2024. Maybe luck or no luck.

Firmware for this game maybe require 18.x.x.

B-)
 

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There hasn't been a new 'traditional' game since 2013's A Link Between Worlds; ever since, all we've gotten are remakes and remasters of old classics. It's impossible for this formula to be "stale" at this point, considering the prolonged absence; heck, it'd be fresh again by now.
This ! And thank you for stating in such an elaborate yet concise way everything that went wrong with the Zelda franchise.

Ppl sure take issue with playing as woman huh.
The issue is not playing as a woman. It's this insane obsession with replacing every male protagonist with a female protagonist. People have no problem playing as a woman when it feels natural, like in the Metroid series or the dozens of other games having female protagonists that are not just there to follow trends and tick boxes.
 

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