Be Patient with Legend of Zelda: Echoes of Wisdom’s Most Annoying Feature: Its Combat
I don’t know if I’m alone in this, but The Legend of Zelda: Echoes of Wisdom doesn’t make the best first impression. That has nothing to do with playing as Zelda instead of Link, or returning to a classic but distant overhead perspective instead of the more immediate worlds of the groundbreaking Breath of the Wild and Tears of the Kingdom. It comes down to one thing, really—but one thing that’s been central to these games since the very first one back in 1986: the combat. It kinda stinks at first.
There have been different wrinkles and variations over the decades, and the perpetual outlier that is Zelda II, but fighting in Zelda games has generally been fairly consistent. You’ve got a sword for the heavy lifting, a shield for blocking, a bow for attacking from a distance, and bombs to make just a big ol’ mess of everything. You’re usually limited with the arrows and bombs in some way, but the sword’s there for the swinging. Hit a button and watch it fly. It’s simple, direct, satisfying, and the foundation of basically the whole damn series.
Except for Echoes of Wisdom. Remember, you’re playing as Zelda, not Link. He’s the legendary swordsman of the sacred prophecy, and so on. Zelda’s in that legend, too, but there’s no mention of a sword with her. No, she’s a priestess, and the videogames in which clergy get to carry swords instead of maces, prayers or spells are rare indeed.
So Zelda’s capable, but no sword master. She gets by with magic, summoning “echoes”—copies of monsters she’s beaten in the past—who will attack enemies on sight. This is a cool mechanic when it’s used to solve puzzles; your temporary minions can run interference with any critters trying to whack you while you light braziers or move rocks around or whatever you have to do to open a door. At the beginning, though, it doesn’t work that well when you have to mount a front-on attack; you never control your summoned monsters directly, and they can be a bit slow on the draw, so you’ll often find yourself standing around, waiting for your echo to do its one job.
The game’s solution to this problem comes along early on. In time it lets Zelda wield a sword like Link would—but with a catch. She can only use that sword for a short period of time before its meter runs dry. It doesn’t refill on its own, but only through using potions or by collecting drops sometimes left by defeated enemies. It’s not uncommon to find yourself with no sword juice for the bulk of a dungeon, forcing you to rely on those phantoms you conjure out of thin air to fight your battles for you.
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