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The Legend of Zelda: Echoes of Wisdom review – a lot to learn

Nintendo Switch; Grezzo/Nintendo
It’s great to finally get to play as Zelda, but working out how to take an active without being able to fight is rather hard work

Unlike Princess Peach, waiting in a castle to be rescued from Bowser, Zelda has never been a damsel. She has always commanded magical power, even in the early days of the series, when she would enlist green-clad swordsman Link to save the kingdom. For the last couple of decades, since 2003’s Wind Waker, Zelda and Link have been something of a team; they are friends, companions, a powerful regent and her loyal knight. But still we, the players, have always taken Link’s role in the story. Echoes of Wisdom is Zelda’s first star turn in the series that bears her name. Sinister rifts have appeared across the kingdom of Hyrule, sucking its citizens inside, where whole slices of the landscape are stuck in suspended animation. Zelda can traverse these rifts, and close them – after conquering the dungeon inside.

The main difference between Link and Zelda is that Zelda can’t fight. Instead, with a magical staff, she can summon material “echoes” of real objects from thin air – which could be anything from a cut of meat to distract monsters, to crates and tables to construct towers and staircases. When you come across the usual Zelda selection of deceptively mild-looking monsters, you can simply conjure a spear-wielding Moblin or a few bats into existence to dispatch them for you. Or, failing that, you can manifest a pot and throw it at whatever’s menacing you.

The Legend of Zelda: Echoes of Wisdom is out September 26; £49.99

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