this post was submitted on 23 Dec 2024
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[–] [email protected] 20 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

My main problem with this game is how it has maybe six or so useful things you'll be spamming most of the time for convenience.

I was on board with the concept, but they didn't carry it far enough. There were simply not enough situations requiring clever use of items, and most items/monsters felt useless compared to a few that just worked better in most situations.

Breath of the Wild and Tears of the Kingdom did a really good job of creating open-ended problems and letting you experiment with all the tools you got. I think Echoes of Wisdom should have focussed more on that.

The fact you can at any moment trigger a time-limited Link mode which is basically standard LoZ combat and makes the game ridiculously easy is a sign they did not believe in their concept enough. If your main gameplay loop becomes so tedious you implement shortcuts to avoid it, you've done something wrong.

[–] sugar_in_your_tea 3 points 2 weeks ago

Fair criticism. I try to avoid using Link mode, but boss fights are so tedious without it.

That said, I actually prefer Echoes of Wisdom to BotW because it has actual dungeons again, but it does feel a bit lazy to drop into slashing and shooting.

[–] [email protected] 3 points 2 weeks ago

Yeah, some battles got really tedious. Additionally once you have a couple key echoes there wasn't really much puzzle element anymore, everything felt solvable with two or three echoes.

Never even finished it because it felt so repetitive. Personally I think the "openness" of the world was a detraction. Part of the fun of zelda/metroidvanias is finding out how new skills expand the map and also help make puzzles progressive. By opening up the map all puzzles default to generic solutions.