Played an hour or so. Relieved I can still cut grass but concerned I already have two different pot echoes.
First impression of The Legend of Zelda: Echoes of Wisdom is strong because of how many echoes you get in the first couple of hours. I thought it’d be a slower trickle, but I have like a whole bestiary at my command after the first dungeon. I am worried that the inventory will become unmanageable and unlocking things will become something you dread by the end. All monsters and objects are in a single horizontal bar you have to scroll through. This starting bit has just the right pacing though since you rapidly encounter new objects and puzzles that benefit from them. Even when you’re doing ‘correct’ solutions it feels like you’re breaking the rules because of how odd the solutions look. There are also some cases where I feel like I am absolutely destroying enemies or challenges with a solution that wasn’t intended which is a good feeling.
I actually kinda like how indirect the combat is. It is a bit slow at times, almost like you’re playing tower defense in a real time system but I like thinking about what enemy behaviour counters another. However, my solution is often Peahat! + Bind = giant chainsaw which takes care of most situations and feels like I am exploiting the game with. The Link sword transformation is conceptually very dumb and silly even if it makes combat simpler.
I’m at 3 pots and two kinds of beds.
That’s a pretty good point! I think my opinion soured in a big way when I came across the ReDeads in the desert…bad enough you get stunlocked, your little minions do, too…
I do like (minor minor early story spoilers) that both Link and Ganon are relative unknowns in this version of Zelda, though I’m dreading the inevitable “but where does it fall on the Zelda timeline” perverts arguing what it all means.
I also like the dumb little fetch quests, and how happy (or terrified) people are to see you summon whatever thing they requested. Though safely delivering the tumbleweed to the Gerudo lady was harder than I thought it would be.
I appreciate that every treasure chest and heart piece I’ve seen in the first hour has been accessible with the tools I’ve collected.
I was very glad to find that you can get the heart piece on a plateau way above a ton of quicksand by timing and deploying the potted plants in such a way that they sink enough to let you on top of them and then use the rest as a sort of sinking makeshift staircase.
Does the game perform well enough? I remember a lot of complaints about choppy frame rate on the Link’s Awakening remake that was in the same style.
It’s not great. Possibly worse in some ways.
The framerate doesn’t bother me as much as it does with BotW and TotK, but it’s a thing.
resisted for years but god help me they’ve whittled away at me with these framerates for so long that i’m starting to get itchy to hear about the switch 2 myself
Anxious to see how Ryu2jinx and Yu2zu run on my machine.
that may explain some things i guess
like how the phantasy star eotm writer did sonic adventure
i been saying since i picked the game up how dreamcast it feels, tonally, spiritually
like the kind of incautious experimental design in a major mainstream venue that we haven’t seen a lot of, the last 20 years or so
it’s also super overtly queer in a way i usually associate with sega
(literally, one of ed’s core specials is just ein trigger/second shoot except using psycho power that hurts him instead of kusanagi fire that hurts him)
(… yes, he throws psycho balls)
wardrobe update
even the older ones, i’ve gone back and tweaked so they feel more coherent to me
(designated names to the left)
tried out the gog port of resident evil 1. it’s a really good port! finished chris’ campaign in 1:50, so i have to de-rust some more and really nail that time.
the WHAT A TOUGH GUY! screen is different. it could just as well be the original game’s ending and i forgot because the director’s cut is what i’m used to.