The one thing echoes of wisdom is better than tears of the kingdom

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The one thing echoes of wisdom is better than tears of the kingdom

While receiving a lot of praise, it is difficult to deny how the reception for The Legend of Zelda: Echoes of Wisdom Pales in comparison to its predecessor. Tears of the kingdoms enormous scale and level of freedom provided for the player is unparalleled in the Seldom Franchise. Additionally, the game’s use of experimental abilities such as the Ultrahand no doubt influenced the Echo ability in Echoes of wisdomyet There is one area in which TOTK Falters and Echoes of wisdom Shows its true strength: the dungeons.

Dungeons are not only a favorite part of these Seldom franchise, but a necessary inclusion for every game. These dungeons best illustrate the elements that are the core of the series as a whole. They encapsulate the exploration, action and sense of discovery that the Seldom Franchise is built on. Therefore, as is tradition, both Echoes of wisdom And TOTK have their own dungeons, although there are notable differences between each game. Not only do the differences show how Echoes of wisdom Succeed III TOTK struggles, but it also shows the potential for dungeons to be included in future entries.

Tears of the Kingdom’s dungeons leave a lot to be desired

The game often favors weight over substance

Tears of the kingdoms dungeons, while impressive in terms of scope, often provide little for the player to do in them. The game is committed to guide the player through the dungeons At all times. Every dungeon map in TOTK is given directly to Link, with glowing objective markers clearly showing the player where each activation point is to reach the boss. It makes for a repetitive structure that loses any sense of mystery or excitement that Seldom Dungeons should provide.

The puzzles inside TOTKThe dungeon itself leaves a lot to be desired. Many of the puzzles blocking the activation points are incredibly simplisticWith clear visual cues telling the player which of Link’s abilities should be used. It makes for a sense of progression that feels unsatisfying because the player isn’t challenged to use any sense of critical thinking.

This frustration makes the simplistic puzzles all the more agonizing for the player.

This is made more infuriating by TOTK‘s obsession with creating large areas to explore, which can be a detriment to the overall enjoyment of the dungeon. TOTKs Fire Temple, for example, is a chore just to reach the puzzles themselves, as Link must travel across the ruins on several winding tracks that quickly become confusing. This frustration makes the simplistic puzzles all the more agonizing for the player, losing the sense of accomplishment that Seldoms dungeons usually reach.

Echoes of Wisdom’s dungeons feel fresh yet familiar

Zelda’s echo ability is used effectively for puzzle solving

in contrast, Echoes of wisdoms dungeons work by taking influence from the previous one Seldom entries, mainly through its replication of the dungeon structure of the older games. In each dungeon, Princess Zelda must find the boss key. Smaller keys unlock other rooms of the dungeon, while the map is hidden and must be found to see the dungeon layout and hidden treasures. There’s a reason this structure works so well Echoes of wisdomDespite its familiarity. Each step in a new dungeon gives a sense of mystery And uncertainty as the player has no idea where to start.

That goes without saying Echoes of wisdom Just borrows from previous titles. The dungeon puzzles in this game make great use of Zelda’s new echo ability. Rather than offering a single solution, puzzles are more open-ended. They encourage experimentation from the player to use the echoes at their disposal To help Zelda to reach another room or to some treasure. The riddles in Echoes of wisdom are more obscure and confusing, with the trade-off being the sense of accomplishment the player feels when they find a solution that exceeds what TOTK was able to offer.

Puzzles are also not isolated in single rooms. Dungeons in Echoes of wisdom are often built to encourage the player to consider the layout of the area as a whole. Lanayru Temple, for example, requires the player to change the temperature several times, to identify how a certain fan affects each room and which pathways will be accessible to Zelda. TOTKS dungeon puzzles are often isolated, whereas Echoes of wisdom Asks the player to participate with every aspect of the area. By learning the dungeon’s layout, The player discovers the way forward entirely on their own, making for a more satisfying experience.

The next mainline Zelda game can learn from Echoes of Wisdom

Dungeons are at their best when players are left to their own devices


Link and Zelda in Zelda Echoes of Wisdom
Custom image by Katarina Cimbaljevic.

Echoes of wisdomHis greatest strength is in his experimentation. Allowing players to approach the world in their own way gives a renewed sense of discovery to the Seldom Franchise. The dungeons in Echoes of wisdom Make the most of this open nature. The freedom that the player has to deal with the dungeon on their own is what needs to be considered for future mainline Seldom Entries. TOTKThe restrictive dungeon structure contrasts with the sheer freedom the player has throughout the rest of the gameAnd this proved to be his downfall.

Scale and ambition are also important factors to consider for future dungeons in the Seldom Series. I was weak at first, Echoes of wisdoms dungeons never got too big or complicated. Some problem solving would be required, but it wouldn’t take long to put the princess back on track. TOTKs ambition for its dungeons often exceeded what was offered, making for large areas that felt empty. Sometimes less is more, and that’s a good philosophy to keep in mind heading into future entries.

All that changed was simply giving more freedom to the player.

It is also worth noting what works first Seldom Entries. Echoes of wisdomIts own dungeon structure followed that of many classic entries, and it worked wonders for the game. All that changed was simply giving more freedom to the player. By building on what came before, and by creating dungeons that harness the same experimentation and discovery, there’s no doubt that future Seldom Entries may continue to provide one of the best features.

Source: Nintendo of America/YouTube

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