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Among the most prestigious licenses in Nintendo’s catalog, The Legend of Zelda remains an exception. Indeed, it is the only game from the Kyoto-based company that does not bear the name of its main character. Zelda is not Link, the silent, green-tunicked hero who has been rescuing a princess from Ganon for nearly 40 years. Yet in 2024, Nintendo decided to evolve things and offer this mythical character her own adventure. Better late than never. Of course, purists will point out the existence of the Zelda: The Wand of Gamelon episode on Philips CD-i, but since Nintendo has not acknowledged it, it does not immediately undermine the argument. In Echoes of Wisdom, Zelda is now the central character, yet she still does not engage in combat. This is both a commendable editorial choice given the gameplay’s nature and a point that can spark debate. And we are about to have that debate…
In 2024, Nintendo introduced “The Legend of Zelda: Echoes of Wisdom,” featuring Princess Zelda as the central character for the first time in the series. This marks an unusual move for Nintendo, as it is rare for a game to not explicitly name its main character in the title, especially given that Link has been the protagonist for nearly four decades. The announcement has sparked discussions, particularly regarding Zelda’s non-combat role, which Nintendo defends as an editorial choice aligned with the gameplay. Although there was a previous, unofficial Zelda adventure on Philips CD-i, it is not considered part of the official Nintendo series.
To understand why Zelda finds herself having to save Hyrule instead of Link, we must revisit the beginning of this adventure. In the initial moments of “Zelda: Echoes of Wisdom,” players start the game controlling a knight. A few seconds are enough to recall the charming feel of the 2019 remake of “Link’s Awakening” and its distinctive visual style, which gives the impression of controlling a character in a miniaturized world, enhanced by the artistic blur surrounding the screen. Unusually, the game’s opening has players immediately confront Ganon, who is not particularly challenging to defeat. However, in his defeat, he creates a rift that simultaneously engulfs Link, who, in a desperate act of survival, fires one last arrow to free Zelda from her crystal prison. This marks the beginning of Zelda’s realization, further supported by the sudden arrival of Tri, a fairy who entrusts her with the Staff of Wisdom. Despite its seemingly ordinary appearance, this item possesses the power to memorize and replicate all enemies and objects Zelda encounters on her journey. On this foundation is built the gameplay of “Echoes of Wisdom.” Since Zelda lacks the physical abilities to act alone, she creates imitations of various objects found throughout Hyrule: a table, a bed, a chest, a stone, a cannon, a trampoline, a vase, and a shrub.
Living beings can also become echoes in “The Legend of Zelda: Echoes of Wisdom,” whether it’s a bat, a mole, a fish, or even a Bokoblin. Without them, Zelda is rendered helpless, as she cannot engage in combat and certainly lacks the ability to defend herself. The issue with prolonged gameplay involves becoming more of an observer than an active participant, as others fight on her behalf while she can only move away from confrontations and wait for events to unfold. This highlights the limitations of the game system, which fails to evolve toward a more engaging or epic experience. Throughout the entire game, including the final battle where Link intervenes to defeat the last boss, Zelda remains passive.
It is clear that Zelda’s progress through her adventure relies on utilizing these echoes, each replicated object serving a specific purpose. A table enables Zelda to reach higher areas, while a bed can help her cross gaps or restore health. However, there is a limitation: Tri the fairy cannot indefinitely multiply these echoes, and although the number of summonable objects increases as the game progresses, it remains finite. This constraint encourages players to be creative, especially since they soon realize that synchronization with both objects and enemies is possible. For example, this allows for moving large boulders blocking paths or navigating hazardous zones by attaching to a moving platform. Here lies Nintendo’s intention: offering players the freedom to solve challenges in their own way. There isn’t just one solution to puzzles or boss battles but as many unique approaches as there are player ideas. Like “Zelda Tears of the Kingdom,” Echoes of Wisdom fosters creativity, though it falls short of the construction possibilities seen in last year’s title. What truly sets Echoes of Wisdom apart is the sense that anything could be possible, with no rigid rules dictating outcomes and most importantly, players can tailor puzzle-solving methods to their preferences. Sometimes this leads to moments where one feels like they are bending the game’s rules, achieving feats through unconventional means, yet it all works seamlessly.
A FEELING OF ABANDONMENT…
However, it is important to acknowledge that despite Nintendo’s bold approach in Echoes of Wisdom, the game will not receive universal acclaim, particularly from players who find summoning various quirky items to cross a ravine or climb a cliff tedious. In Echoes of Wisdom, the emphasis is on puzzle-solving, and for those who dislike this aspect, everything may seem cumbersome right from the start of the adventure. The game structure leans more towards exploration and contemplation rather than combat, which explains Zelda’s passive role when it comes to using weapons. Similar to how the construction mechanics in Tears of the Kingdom cooled some audience members, Echoes of Wisdom will likely disappoint those expecting a Zelda game that focuses less on thinking or strategy. Nevertheless, this tactical approach at least attempts to explore Hyrule – the realm of Nothing – in an entirely new way. Not only do each obstacle limit Zelda’s movement, forcing her to manifest object replicas, but her path is systematically blocked by these fissures preventing progress. The Hyrule we encountered in 2019 differs significantly from that of 2024. However, Echoes of Wisdom wisely allows players to embark on their adventure at their own pace and preferred route. Each biome can be visited in any desired order, which provided a sense of freedom, especially for what appears to be a largely 2D game. Nonetheless, it took several attempts for me to immerse myself fully in the adventure, requiring over 23 hours to complete if I hadn’t been testing the game.
FROM CASTLES TO ANCIENT
However, there is something that enabled me to persist: the reintroduction of classic dungeons absent in modern open-world Zelda games such as Breath of the Wild and Tears of the Kingdom. These dungeons feature a traditional structure where keys must be obtained to unlock paths leading to bosses and mid-bosses. It is particularly invigorating that these dungeons are composed of environmental puzzles solved more instinctively than the obstacles encountered in the classic world. Additionally, each dungeon is situated in a unique area where specific echoes are made available, allowing the game to vary with each visited location. This approach harks back to old-school design but integrates seamlessly with Princess Zelda’s magic staff gameplay from The Legend of Zelda series.