12:50 I agree with this and it’s a problem with BotW and Totk too. If you give the player too much power it makes the game too easy. Usually your first idea for a solution will work. It’s pretty rare that a puzzle will actually stump me in the newer games.
Sorry mate, but your argumentation is not wrong - it is false. Constructs and echoes are both occasionally required to progress the story. Zelda defeats enemy exclusively by using echoes or by turning into link temporarily - therefore, echoes are an essential part in combat. It is up to the player to choose if he wants to use one of those tools. Having options and choices is great! If EoW demanded you to use echoes for each and every puzzle, the feedback would be a lot more negative. Same goes for the sidequests. There is plenty of them, they are optional, they provide tools and resources - so why do you like the sidequests of TOTK, but dislike the ones from EOW?
Wow, it's surprising how much opinions can differ with the most recent zelda games. I reviewed this game a bit ago and a lot of what i cited as positive you're debating against. I don't think the problems you present are inherent flaws, more so just preferences. I was one of the people who's favorite Zelda game was botw, and was left terribly disappointed at the world of totk. I expected more of the magic of botw, the calm and yet hostile world, lively towns and cohesive designs. Instead what i got were disconnected floating islands that are nothing more than glorified shrines, an underground that's empty and repetitive, and all for what? The singular feature of Ultra hand. The devs went all in on that particular feature, the result, a sandbox zelda game where if you like the ultra hand mechanic you will absolutely love the game, but if it's not your cup of tea, every other aspect of gameplay and story suffered to ensure ultra hand's functionality at all points. Needless to say, i was pleasantly surprised when Echoes striked a balance between older zelda design and new ideas, as if it were to go all in on this new mechanic, like you propose, it would surely come to the detriment of what makes zelda feel like zelda. The minigames were a highlight of my play-through and i loved the option to use link's classic abilities for a timed period, as if i had to always rely on my summons to slowly kill things as i just sit and wait, i probably wouldn't have had nearly as much fun, and that's just 1 example! Anyways, this isn't supposed to be a harsh criticism of the channel itself, I've been loving your stuff here, small channels putting out this quality content gotta rise up! Just an observation as to why it seems like you're going against the community on this one, i suspect many fans that were tired of Tears of the Kingdom are quite pleased with the direction of Echoes!
I'll have to disagree with you. Plus, it drops some pretty major lore stuff towards the end that come out of nowhere, which to me at least, sort of changes the entire story. Is it flawed, of course. Echoes are cool, but in an "open world" like setting, you can't just put up a bunch of invisible barriers everywhere to prevent you from using them. The idea is using creativity to do what you need to do. It's a fantastic Zelda game.
fantastic video! loved how well this is made too, not just in its production but in its script. And i certainly agree with the criticisms, i also wished that the echoes ability took a much much larger role in the game
I really enjoyed the game but I basically agree with all of your criticisms, you can tell the echo system was added later in development. The fact that the swordfighter mode had a time limit, made me not use it unless it was really necessary personaly, Im always thinking "what if I need it later?" so the combat was generally fun for me, but I can see how a less anxious person would rather not use echoes. Also I would've liked it to be a bit more difficult. I still wouldn't call it a bad game though, just a good game that could've been better.
The echoes existed from the start, initially they wanted to copy-paste items to make custom dungeons. They kept the copy-paste in the form of echoes. What came progressively was the realization that restrictions on echoes made less and less sense, so they ended up allowing them anywhere as long as you have enough triangles. Link was replaced with Zelda because it wouldn't make sense if he didn't regularly use his sword. I think the fighter forms were kept for variety and to comfort players who would feel too lost, I've seen people claim it's because they knew echoes would suck but I disagree.
Thanks a lot for the Review! Really sounds like an artistic let down by taking away some of the magic of an interesting new mechanic while also downplaying the role of Zelda herself. Edit.: I also love these costumes! Really nice detail
I honestly don't think the disparity in gameplay between the echo system and playing with Link's weapons is that big a deal, considering how limited the energy for Hero mode is. Only the spoils from shadow monsters replenish it, not regular enemies. So while traversing the overworld, you're completely disincentivized from using Hero mode because you run out so quickly. Instead, it's mostly reserved for underworld sections and bosses. Although I admit the fact some potions restore energy undermines this. Still, I kinda like this distinction. It offers more opportunities to strategize. Also, you say here BotW and TotK aren't your thing, but I thought you really liked the latter game?
out of the 10,000 games that came out this year that were so bad you didn't even hear of them, and somehow this fun romp of a game is your most disappointing?? what potential did you expect it to have? your expectations are too wildly high to ever be satisfied
“Make echoes and wait” is not really the kind of combat experience I was looking for. Yeah, you can use bind to move echoes/enemies, but this is still clunkier and slower than with the sword. I don’t understand why they didn’t ramp up the puzzle elements for echoes while leaving the sword for combat. Instead the primary purpose of the echoes is platforming….
I would like to say, there's no "make echoes and wait". I only waited for the fights I chose to, mainly to sleep spam for healing. Most combat echoes immediately attack when you summon them. Keep summoning them and they'll keep attacking.
If you loved 3D Zelda till Skyward Sword, but at the same time trash on EOW heavy dialogue/unstoppable moments you got no right to criticize the game. Cuz it's a sh*tty tradition from Classic 3D Zelda. Is not what you want? Enjoy your overrated classic elements
@@religion15 I don't understand exactly what your point is so that's my bad, so I'm not sure how to reply. On my end, I've been annoyed at the overlong boring dialogue in my Zelda games since the sage's speeches at the end of each of A Link to the Past's dungeons. Zelda's lore has always been kinda plain and simple, and is richest when relegated to environmental storytelling and suffers when in dialogue form. EOW has been frustrating to me (as with previous Zelda games, though maybe Majora's Mask could be exempted since dialogue was kind of a core aspect of the game itself) cause I found myself constantly mashing the A button for minutes on end skipping a dialogue where someone thanks them for being thanked from solving a basic misunderstanding for the third time... when all I want to do is play the darn game. I did not care enough about the relationship between the Zora chief and their minister to hear them talk about their admiration for each other for 10 minutes while I do nothing. I feel like the game did not respect my time very much. Once again, I still played the game 100% and enjoyed my time, it is indeed a good game, and I am very much an uberfan of the franchise. It just left me with a bitter aftertaste of wanting more than "good" from one of the best video game franchise of all time. Game design is a thing now, and the fact that EOW does not respect some basic premises (e.g. item select wheels, make repeated long cutscenes like the ones at the end of every single dungeon skippable) is baffling to me. Plus, obviously, everything Noa Lee mentioned in his amazing video.
(Sorry if double post, first one got removed...) It was not going to be a classic top-down initially, they started as a dungeon maker. I appreciate you didn't enjoy echoes too much but we shouldn't underplay how they were conceptualized. One year into development they ditched dungeon making and gradually remove restrictions to spawn echoes anywhere, but it was always going to be a mix of modern and classic. There could be more advanced uses but for a top-down I felt like there was variety and good pacing. To me it's odd to compare to TOTK implying "at least it had proper incentive", when it was most criticized for not requiring anything of the player. At least I find them comparable but also find EOW better balanced with more incentivize to use echoes in different situations. Ultrahand to a lot of players is overkill, more than what I perceived from EOW. On one side I see people insist that stuff like crawltula "kill what Zelda should be", on this side "it's a shame it doesn't require you to use OP items". In the end these are options which combined with gated progression were a nice blend. Some paths do require a subset of echoes. In TOTK the tedium made the hoverbike harder to ignore. Exploring out of order isn't issue. You can meet NPCs before the main quest changes things. On the way I got a few affordable echoes that were good, like the frog that makes rain, hydrozols or electric echoes. If you get one too expensive you know what to work toward, it's a delayed reward. I don't understand when people insist it should be reserved for later, you're still rewarded proportionally to your exploration and progress. I'm more understanding of wanting clearer commitment with the swordfighter form, but it goes back to what we think about echoes. I engaged with them a lot and only used the sword when required and for timed boss re-fights. I think it's a fallback to reassure those overwhelmed with how different echoes are, in that sense it's admitting uncertainty about their audience, but that doesn't say much about the quality of the echoes. The Zelda warrior part is a bit extreme. I respect wanting that, I'd like it I'm sure. But Link has borrowed powers too, he happens to be the character of courage who can fight. Zelda is thematically about "wisdom". Complaining that they aren't daring enough is one thing, but as you refer to parts of games where they did try things, saying f-u to them is a bit petty. They just did a whole game where she kicks ass, despite borrowed powers. Usually we hear about an out-of-screen Zelda while playing as Link, here it's reversed, and the finale could have played even more on their interaction but I really enjoyed.
i enjoyed it, it wasn't amazing although i wouldn't call it a "massive letdown". that said, i'm glad they tried something new, we don't need another 2D zelda with the exact same formula.
I honestly think that building a game around one core mechanic makes the gameplay get old really fast. Making echoes of anything in the overworld is cool on paper but really makes for tedious gameplay as you're constantly scrolling through the same UI for a majority of the game. Not to mention the combat of said system is quite boring when echoes will mostly be doing most of the fighting while you're just in the background doing nothing. Swordfighter is just so much more engaging, less tedious combat-wise and its inclusion just makes me wish Zelda had a sword without a meter and the tri rod was a supplemental feature rather than the main one, among a plethora of other new features (maybe...dungeon items??? Magic/spells???). As it is, the echo system cannot sustain the game on its own on the basis of its poor UI, finicky AI, and unengaging combat...and it's clear the devs felt that way since they added Swordfighter to begin with.
1. Game doesn't use the echoes potential even in 30%, it mostly asks the player to cross a small gap or climb a 4-5 block tall wall 2. Smoothies are useless AND don't fit this game at all AND to make things funnier most of the chest rewards are smoothie ingredients 3. Being able to turn into Link defeats the purpose of the Echo battle system Yeah, this game is very weird. I still give it an 8/10, but the potential was wasted in a lot of places. I do hope they make another one, though, and hopefully they'll craft a more well rounded game.
I hear the same stupid complaints in every movie and game critic who goes for that edgy opposite opinion to hate on it to get views The new thing is too much like the old thing What an utterly ignorant and stupid comment. Sequels are supposed to bare some resemblance to what came before. When they do not you get Adventures of Link, SMB2, the CDI games, Jurassic World, Addams Family 2 , the Star Wars Holliday special, After Mash, these can work like in DS9 or smallville but often these are the worst ideas. there are disappointments in the game. But it's a top down chibi style dungeon explorer with puzzle solving and no sword is not a valid complaint. Bring up how you can't echo ever item or the missing mini games or the mid music but its a Zelda game that looks like a Zelda game is just not valid.
I would’ve thought Zelda transforming into Sheik for the sword mode would’ve been an obvious decision. It’d have been less of a cop out and played, I would imagine, a huge nostalgia ace card. I have very little knowledge of the Zelda franchise but I don’t believe Sheik has ever been in a game outside of OoT (Smash Bros notwithstanding) so if it were me, I’d have jumped at the chance.
I agree. My main criticism of the game is the lack of difficulty. It is probably the easiest Zelda game out of the entire main series. There were really only a handful of spots where I felt like the game tested me with it's puzzles.
Exactly my thoughts. Playing as Zelda felt like a chore, you only used like 2-5 echoes tops, watched as they battled and the game is way to full of clutter. And when you play as change into Link, the game suddenly becomes fun again. Yeah, sold the game halfway through. Currently playing Tunic. Much better Zelda game in my opinion.
im glad you didn't really like it because i was ACTUALLY MAKING a game with this EXACT same concept but the "echo" system wasn't used at all for combat and was entirely used for solving puzzles ...also mine was a camera and not a friggin *wand* which is way worse it would have played like zelda 2 but with that mechanic, and i basically thought "hey FSTOP never came out that'd be cool" always make your ideas before someone else does and they do it infinitely worse than how you would have done it ALSO, i didn't even buy this game because i have absolutely zero interest in a zelda game where you don't play as link and i really hoped they would not do that this is the first zelda game that i actively went out of my way not to buy
Funny, because that's precisely why I bought the game and have been liking it so far. Link is the hero nearly 100% of the time and it's nothing new or original. Zelda being playable for once and finally doing the rescuing after decades of sitting in a crystal half of the time is refreshing, interesting, and different. The former has been run stale.
💗I really wanted to like this game too, but it's so... meh. Zelda deserves better. What do you think? Subscribe I guess.
It's so tiresome to see creators care more for publishing a video with a clickable title than about making something whole.
12:50 I agree with this and it’s a problem with BotW and Totk too. If you give the player too much power it makes the game too easy. Usually your first idea for a solution will work. It’s pretty rare that a puzzle will actually stump me in the newer games.
No one else is gonna say, so I will. You are working that wig and makeup
Can we talk about the crown/tiara, too? Perfection!
He IS a really good looking guy
@@ventriloquistmagician4735 Aw, stop; you're gonna make me blush :3
@@ventriloquistmagician4735 I totally have a crush on him.
yeah i had a double take when i heard his voice lol
Sorry mate, but your argumentation is not wrong - it is false.
Constructs and echoes are both occasionally required to progress the story. Zelda defeats enemy exclusively by using echoes or by turning into link temporarily - therefore, echoes are an essential part in combat. It is up to the player to choose if he wants to use one of those tools. Having options and choices is great! If EoW demanded you to use echoes for each and every puzzle, the feedback would be a lot more negative.
Same goes for the sidequests. There is plenty of them, they are optional, they provide tools and resources - so why do you like the sidequests of TOTK, but dislike the ones from EOW?
Wow, it's surprising how much opinions can differ with the most recent zelda games. I reviewed this game a bit ago and a lot of what i cited as positive you're debating against. I don't think the problems you present are inherent flaws, more so just preferences. I was one of the people who's favorite Zelda game was botw, and was left terribly disappointed at the world of totk. I expected more of the magic of botw, the calm and yet hostile world, lively towns and cohesive designs. Instead what i got were disconnected floating islands that are nothing more than glorified shrines, an underground that's empty and repetitive, and all for what? The singular feature of Ultra hand. The devs went all in on that particular feature, the result, a sandbox zelda game where if you like the ultra hand mechanic you will absolutely love the game, but if it's not your cup of tea, every other aspect of gameplay and story suffered to ensure ultra hand's functionality at all points. Needless to say, i was pleasantly surprised when Echoes striked a balance between older zelda design and new ideas, as if it were to go all in on this new mechanic, like you propose, it would surely come to the detriment of what makes zelda feel like zelda. The minigames were a highlight of my play-through and i loved the option to use link's classic abilities for a timed period, as if i had to always rely on my summons to slowly kill things as i just sit and wait, i probably wouldn't have had nearly as much fun, and that's just 1 example!
Anyways, this isn't supposed to be a harsh criticism of the channel itself, I've been loving your stuff here, small channels putting out this quality content gotta rise up! Just an observation as to why it seems like you're going against the community on this one, i suspect many fans that were tired of Tears of the Kingdom are quite pleased with the direction of Echoes!
just say you wanna be edgy lol. most disappointing game of the year might be a bit of a stretch,
its literally an opinion, you cant argue that its a stretch if someone just feels that way
@@nothanksthoughyes you can
@@bucketzzz. youre a simpleton not even a human
@bucketzzz. wrong and you probably eat from a trough
I'll have to disagree with you. Plus, it drops some pretty major lore stuff towards the end that come out of nowhere, which to me at least, sort of changes the entire story. Is it flawed, of course. Echoes are cool, but in an "open world" like setting, you can't just put up a bunch of invisible barriers everywhere to prevent you from using them. The idea is using creativity to do what you need to do. It's a fantastic Zelda game.
fantastic video! loved how well this is made too, not just in its production but in its script. And i certainly agree with the criticisms, i also wished that the echoes ability took a much much larger role in the game
19:00 Took the words out of my mouth. Ugh so frustrating..
I really enjoyed the game but I basically agree with all of your criticisms, you can tell the echo system was added later in development.
The fact that the swordfighter mode had a time limit, made me not use it unless it was really necessary personaly, Im always thinking "what if I need it later?" so the combat was generally fun for me, but I can see how a less anxious person would rather not use echoes.
Also I would've liked it to be a bit more difficult.
I still wouldn't call it a bad game though, just a good game that could've been better.
The echoes existed from the start, initially they wanted to copy-paste items to make custom dungeons. They kept the copy-paste in the form of echoes. What came progressively was the realization that restrictions on echoes made less and less sense, so they ended up allowing them anywhere as long as you have enough triangles. Link was replaced with Zelda because it wouldn't make sense if he didn't regularly use his sword. I think the fighter forms were kept for variety and to comfort players who would feel too lost, I've seen people claim it's because they knew echoes would suck but I disagree.
Thanks a lot for the Review! Really sounds like an artistic let down by taking away some of the magic of an interesting new mechanic while also downplaying the role of Zelda herself.
Edit.: I also love these costumes! Really nice detail
I honestly don't think the disparity in gameplay between the echo system and playing with Link's weapons is that big a deal, considering how limited the energy for Hero mode is. Only the spoils from shadow monsters replenish it, not regular enemies. So while traversing the overworld, you're completely disincentivized from using Hero mode because you run out so quickly. Instead, it's mostly reserved for underworld sections and bosses. Although I admit the fact some potions restore energy undermines this. Still, I kinda like this distinction. It offers more opportunities to strategize.
Also, you say here BotW and TotK aren't your thing, but I thought you really liked the latter game?
They shouldve called it Legend of Link
out of the 10,000 games that came out this year that were so bad you didn't even hear of them, and somehow this fun romp of a game is your most disappointing?? what potential did you expect it to have? your expectations are too wildly high to ever be satisfied
“Make echoes and wait” is not really the kind of combat experience I was looking for. Yeah, you can use bind to move echoes/enemies, but this is still clunkier and slower than with the sword. I don’t understand why they didn’t ramp up the puzzle elements for echoes while leaving the sword for combat. Instead the primary purpose of the echoes is platforming….
I would like to say, there's no "make echoes and wait". I only waited for the fights I chose to, mainly to sleep spam for healing. Most combat echoes immediately attack when you summon them. Keep summoning them and they'll keep attacking.
HOW do you have that few subscribers? That video was amazing
If you loved 3D Zelda till Skyward Sword, but at the same time trash on EOW heavy dialogue/unstoppable moments you got no right to criticize the game. Cuz it's a sh*tty tradition from Classic 3D Zelda. Is not what you want? Enjoy your overrated classic elements
@@religion15 I don't understand exactly what your point is so that's my bad, so I'm not sure how to reply.
On my end, I've been annoyed at the overlong boring dialogue in my Zelda games since the sage's speeches at the end of each of A Link to the Past's dungeons. Zelda's lore has always been kinda plain and simple, and is richest when relegated to environmental storytelling and suffers when in dialogue form. EOW has been frustrating to me (as with previous Zelda games, though maybe Majora's Mask could be exempted since dialogue was kind of a core aspect of the game itself) cause I found myself constantly mashing the A button for minutes on end skipping a dialogue where someone thanks them for being thanked from solving a basic misunderstanding for the third time... when all I want to do is play the darn game. I did not care enough about the relationship between the Zora chief and their minister to hear them talk about their admiration for each other for 10 minutes while I do nothing. I feel like the game did not respect my time very much.
Once again, I still played the game 100% and enjoyed my time, it is indeed a good game, and I am very much an uberfan of the franchise. It just left me with a bitter aftertaste of wanting more than "good" from one of the best video game franchise of all time. Game design is a thing now, and the fact that EOW does not respect some basic premises (e.g. item select wheels, make repeated long cutscenes like the ones at the end of every single dungeon skippable) is baffling to me.
Plus, obviously, everything Noa Lee mentioned in his amazing video.
(Sorry if double post, first one got removed...)
It was not going to be a classic top-down initially, they started as a dungeon maker. I appreciate you didn't enjoy echoes too much but we shouldn't underplay how they were conceptualized. One year into development they ditched dungeon making and gradually remove restrictions to spawn echoes anywhere, but it was always going to be a mix of modern and classic. There could be more advanced uses but for a top-down I felt like there was variety and good pacing.
To me it's odd to compare to TOTK implying "at least it had proper incentive", when it was most criticized for not requiring anything of the player. At least I find them comparable but also find EOW better balanced with more incentivize to use echoes in different situations. Ultrahand to a lot of players is overkill, more than what I perceived from EOW.
On one side I see people insist that stuff like crawltula "kill what Zelda should be", on this side "it's a shame it doesn't require you to use OP items". In the end these are options which combined with gated progression were a nice blend. Some paths do require a subset of echoes. In TOTK the tedium made the hoverbike harder to ignore.
Exploring out of order isn't issue. You can meet NPCs before the main quest changes things. On the way I got a few affordable echoes that were good, like the frog that makes rain, hydrozols or electric echoes. If you get one too expensive you know what to work toward, it's a delayed reward. I don't understand when people insist it should be reserved for later, you're still rewarded proportionally to your exploration and progress.
I'm more understanding of wanting clearer commitment with the swordfighter form, but it goes back to what we think about echoes. I engaged with them a lot and only used the sword when required and for timed boss re-fights. I think it's a fallback to reassure those overwhelmed with how different echoes are, in that sense it's admitting uncertainty about their audience, but that doesn't say much about the quality of the echoes.
The Zelda warrior part is a bit extreme. I respect wanting that, I'd like it I'm sure. But Link has borrowed powers too, he happens to be the character of courage who can fight. Zelda is thematically about "wisdom". Complaining that they aren't daring enough is one thing, but as you refer to parts of games where they did try things, saying f-u to them is a bit petty. They just did a whole game where she kicks ass, despite borrowed powers. Usually we hear about an out-of-screen Zelda while playing as Link, here it's reversed, and the finale could have played even more on their interaction but I really enjoyed.
I loved that game :(
I liked it a lot but it did feel a little underwhelming. They should’ve gone harder on the story. Link between worlds was better.
link between worlds was so good i wanna go back
i enjoyed it, it wasn't amazing although i wouldn't call it a "massive letdown". that said, i'm glad they tried something new, we don't need another 2D zelda with the exact same formula.
They should do the Oracle games in this engine.
I honestly think that building a game around one core mechanic makes the gameplay get old really fast. Making echoes of anything in the overworld is cool on paper but really makes for tedious gameplay as you're constantly scrolling through the same UI for a majority of the game. Not to mention the combat of said system is quite boring when echoes will mostly be doing most of the fighting while you're just in the background doing nothing. Swordfighter is just so much more engaging, less tedious combat-wise and its inclusion just makes me wish Zelda had a sword without a meter and the tri rod was a supplemental feature rather than the main one, among a plethora of other new features (maybe...dungeon items??? Magic/spells???). As it is, the echo system cannot sustain the game on its own on the basis of its poor UI, finicky AI, and unengaging combat...and it's clear the devs felt that way since they added Swordfighter to begin with.
1. Game doesn't use the echoes potential even in 30%, it mostly asks the player to cross a small gap or climb a 4-5 block tall wall
2. Smoothies are useless AND don't fit this game at all AND to make things funnier most of the chest rewards are smoothie ingredients
3. Being able to turn into Link defeats the purpose of the Echo battle system
Yeah, this game is very weird. I still give it an 8/10, but the potential was wasted in a lot of places. I do hope they make another one, though, and hopefully they'll craft a more well rounded game.
I enjoyed it
I saw your thumbnail and just wanted to stop by to say how uncomfortable it made me lol. But yeah, the game is overrated.
Agreed. Also Zelda kickass both Hyrule Warriors
Great video ❣
I hear the same stupid complaints in every movie and game critic who goes for that edgy opposite opinion to hate on it to get views
The new thing is too much like the old thing
What an utterly ignorant and stupid comment.
Sequels are supposed to bare some resemblance to what came before. When they do not you get Adventures of Link, SMB2, the CDI games, Jurassic World, Addams Family 2 , the Star Wars Holliday special, After Mash, these can work like in DS9 or smallville but often these are the worst ideas.
there are disappointments in the game. But it's a top down chibi style dungeon explorer with puzzle solving and no sword is not a valid complaint.
Bring up how you can't echo ever item or the missing mini games or the mid music but its a Zelda game that looks like a Zelda game is just not valid.
I would’ve thought Zelda transforming into Sheik for the sword mode would’ve been an obvious decision. It’d have been less of a cop out and played, I would imagine, a huge nostalgia ace card. I have very little knowledge of the Zelda franchise but I don’t believe Sheik has ever been in a game outside of OoT (Smash Bros notwithstanding) so if it were me, I’d have jumped at the chance.
not being snarky but idk once i saw building in totk and this game i knew they were done making the series i mostly enjoyed for the dungeons
I agree. My main criticism of the game is the lack of difficulty. It is probably the easiest Zelda game out of the entire main series. There were really only a handful of spots where I felt like the game tested me with it's puzzles.
this is extremely repetitive
I had a son a couple months before this game came out. He was able to complete it before he started solid foods.
Exactly my thoughts. Playing as Zelda felt like a chore, you only used like 2-5 echoes tops, watched as they battled and the game is way to full of clutter. And when you play as change into Link, the game suddenly becomes fun again. Yeah, sold the game halfway through.
Currently playing Tunic. Much better Zelda game in my opinion.
One of the worst Zelda game’s ever made.
im glad you didn't really like it because i was ACTUALLY MAKING a game with this EXACT same concept
but the "echo" system wasn't used at all for combat and was entirely used for solving puzzles
...also mine was a camera and not a friggin *wand* which is way worse
it would have played like zelda 2 but with that mechanic, and i basically thought "hey FSTOP never came out that'd be cool"
always make your ideas before someone else does and they do it infinitely worse than how you would have done it
ALSO, i didn't even buy this game because i have absolutely zero interest in a zelda game where you don't play as link and i really hoped they would not do that
this is the first zelda game that i actively went out of my way not to buy
Funny, because that's precisely why I bought the game and have been liking it so far. Link is the hero nearly 100% of the time and it's nothing new or original. Zelda being playable for once and finally doing the rescuing after decades of sitting in a crystal half of the time is refreshing, interesting, and different. The former has been run stale.