To me, it felt like the ending wasn't really that satisfying. Mainly because Zelda is left sad and dejected due to Tri going back into slumber. Doesn't really give off a satisfying feeling of saving the kingdom.
"It is fate. Many have tried, yet none have ever managed to escape it's flow."
I finished this up yesterday. I didn't 100% it by any means, but I did everything that I came across (except for the dojo, I just did enough to get the katana). I did all of the quests and sidequests that I found, but I didn't go out of my way to seek them out. It was definitely easy, I'm not sure I ever saw the game over screen. If I did it was really early and I don't remember. It's a hard game to rate and number in a list of best Zelda games. While it is probably far from my favorite Zelda, it may have been the most simply entertaining and smile-inducing Zelda I've ever played (and I've played all of them). It was just fun to throw things out there and see what they do. I liked how even just the random caves you would come across were sort of like shrines from BotW/TotK with little puzzles to solve to earn the chest. I definitely found myself just using a few overpowered echoes by the end, though.
It's there for me with Sea of Stars. Very easy, not necessarily the best or deepest game, but just pure fun and I had a smile on my face the entire time I was playing.
@Bolt_Strike I was considering the still world/rift portions to be part of the dungeon, not just the main chunk of building so I wasn't trying to contradict what you just said. Regardless, the only point I was trying to make is that I feel like they were purposefully going for a surreal and unnatural vibe for the dungeons.
The main buildings are what's considered the dungeon, the Still World has more in common with the overworld than dungeons.
The Still World sections are okay, but they don't really make good dungeons either. There's a bit more creativity in exploration, but they don't really have any of the puzzles/gimmicks that dungeons typically have. It's just random overworld obstacles strewn about. Any gimmicks that exist in the game are only in the proper indoor dungeons. And really there's not many of those in the game period. I did like Lanayru Temple's gimmick of the orbs that could heat/cool the area, but other than that they left much to be desired.
@Matt_Barber Nothing requires hard platforming, but a surprisingly lot of places in the game can be overcome with precision platforming rather than (or in combination with) echoes; it's just part of the inherent flexibility. Also, you can create some fun platforming by creating your own cloud or tile platforms as you go. I spent so much of the game going absurd routes rather than nice paths that the final stamp I found was one right in the open along a hard to avoid road 😆
@Bolt_Strike I don’t mean that it would be a layout similar to the dark world. I just meant that it was advertised as a second world, but it isn’t. It’s just puzzle rooms and dungeons.
"It is fate. Many have tried, yet none have ever managed to escape it's flow."
Hello! I just posted some Zelda:EoW thoughts under a news article and realized this is a better place for discussion. Curious if anybody shares this criticism I have after playing 15-20 hours:
Overall I'd say EoW is of course good, but not great. In the end the fact that it was outsourced shows more than I had expected. It's in the intricacy of the world design - not up to first party Zelda standards. Too much emptyness and meaninglessness. In a classic Zelda every bush is placed with intent, which gives the games such a dense clockwork character. Here it's more like a generic JRPG. I've stopped turning every stone and trying to get to every bit of grass or cloud, because there's likely nothing there.
Or maybe it's an aspect of BOTW and TOTK they carried over, but I don't like it.
@NintendoWife I think it's just hard for open world games to be that dense. I did feel like there were more meaningful spots (by density) than BotW, but some areas were still clearly just filler. I feel similarly to you about the more open Mario games; when you're used to every shadow mattering, it is a little weird when some things just don't matter.
@FishyS Yeah I was wondering if it is due to the somewhat "open world" character. But then the actual game progression is rather linear in EoW, no? And within those linear levels you'll find side paths and bits that, as you say, don't matter at all. That's very atypical.
Admitted, the tools played a big part in the way classic Zelda was constructed, and tools are of course quite non-linear this time around (because you can collect any echo at any time).
Maybe I started playing the game 'wrong', if you will: Before attempting to play the main story I wandered around the map and tried to get an idea of what would await me later, once I had the means to access it - classic Zelda. And that was disappointing, because I spent hours walking and discovered nothing, basically.
....Maybe I started playing the game 'wrong', if you will: Before attempting to play the main story I wandered around the map and tried to get an idea of what would await me later, once I had the means to access it - classic Zelda. And that was disappointing, because I spent hours walking and discovered nothing, basically.
Wandering around the map and not going where the game directs you means you never trigger the events in the game. So, yeah, the map will probably be surprisingly empty in that case.
If you follow the game's direction after escaping the jail, you trigger events and rifts form on the map, and the rifts themselves are dungeons, and then you trigger unlocking of main dungeons, and side quests. The early part, or first half of the game, is surprisingly dungeon-heavy, and it's great!🌈 I thought it was so refreshing. And there's very little wandering around the map needed.(I'm only half way through the game)
@WoomyNNYes I did approach the dungeons after that, so yeah that works (but still there's more filler area in the stages than I am used to from Zelda games). And I'm not saying the game is bad, only that it doesn't quite have the "genius" feel or rather the degree of perfectionism that others had.
@Truegamer79 I doubt the changes will be anything noticable — 1.01 just said "Several issues have been addressed to improve the gameplay experience." I'm assuming 1.02 is more of the same — fixes to tiny bugs most people never come across, etc.
Now that I have finished the game (done everything except the last dojo challenge. But I'll do that one later) I must say the game was fun but certainly not the greatest. The main-hook is fun (copying enemies and items to solve puzzles and beat enemies) and gives you freedom of solving things. And the battles where more fun then expected and worked better then expected (though normal sword-fighting is always the best). But a big part of the game is very easy, including the dungeons (wich are also very short). Only late in the game it gets tricky and the last 2 dungeons are quite meaty, harder and with better puzzles. And the game had fun bosses. However, the still world...they are basically just very lineair and short platforming levels. Definitely no Dark world or Lorule.
Still I hope to see more topdown Zelda's in the future, but I definitely want bigger, better and harder dungeons!
I wonder what they will do with the next 3D Zelda. I could see them combining the Totk and Eow mechanics, letting you put EVERY asset in the game in your pocket (and every defeated enemy). But they might also go for a totally new hook altogether. But freedom may stay the key.
@henmii Yeah it really is super easy. I should have selected hero mode. Didn't bother to mix one single smoothie, don't know what to spend Rupees on... And in that respect, one other design decision that really hurts the game is giving you teleport from the beginning. It means that you never travel anywhere, you don't develop a sense of place / a feeling for the map. Didn't bother with the horse either, because why?
I haven't finished the game yet, but I've arrived at a point that I fear could be the end - which came shockingly early. It is too short 😫
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