Zelda: Echoes of Wisdom Would Have Sat on a Powder Keg With One Cut Feature

Zelda: Echoes of Wisdom Would Have Sat on a Powder Keg With One Cut Feature

As a seasoned gamer who’s been through his fair share of Zelda titles, I can confidently say that Echoes of Wisdom has truly outdone itself. This game is a breath of fresh air in the Zelda universe, and it’s not just because Princess Zelda is finally taking center stage.


In what might be its last year, “The Legend of Zelda: Echoes of Wisdom” has a unique blend of feeling like another main series game while having a spin-off aesthetic. Similar to the remake of “Link’s Awakening”, “Echoes of Wisdom” has already sold over 2.58 million copies in its first week, largely due to its innovative twists on the classic “Legend of Zelda” formula. The game incorporates open-ended mechanics and world design that could easily fit into “Breath of the Wild” or “Tears of the Kingdom”, and this is only the beginning of its offerings.

Apart from sharing the grandeur and creativity typically found in significant Zelda games, Echoes of Wisdom ventures into territories even they have yet to explore. For the first time since the controversial CD-i Zelda titles, Princess Zelda takes center stage as the lone protagonist, with Link temporarily unavailable. Fans have longed for this change since before Breath of the Wild was launched alongside the Switch, making it essential for Nintendo to deliver a fitting portrayal of Zelda. The free-flowing Echo system, which empowers the bearer of the Triforce of Wisdom to apply their virtues, has done an admirable job, but Echoes of Wisdom came close to veering off course due to another series milestone.

Echoes of Wisdom Couldn’t Make One Big Change From The Norm

From the moment I first picked up the original Famicom “The Legend of Zelda” in 1986, there’s one thing that has always set this hero apart – he never utters a word. Over the years, this tradition of a silent Link has allowed me, as the chosen savior of Hyrule, to step seamlessly into his role and lose myself completely in the game world.

At Some Point, Echoes of Wisdom Let Link Speak

In the latest gaming adventure, I find myself taking a peek behind the scenes of Echoes of Wisdom’s development, where an intriguing twist almost turned our roles upside down. During a chat with Famitsu, Director Satoshi Terada and Producer Eiji Aonuma dropped a bombshell – they had initially pondered giving Link a voice! That’s right, you heard it! Lines were even jotted down for our silent hero to speak.

Echoes of Wisdom Keeping Link Quiet Is A Good Thing

If you find it challenging to envision Link talking within a Zelda game, take comfort in knowing that the creators experienced the same predicament when they were making him do so. Aonuma and Terada admitted that regardless of what he said, Link’s speech came off as strange. Aonuma particularly highlighted that Link’s silence was deeply ingrained in Zelda’s history. The game Echoes of Wisdom explained Link’s silence by incorporating the unconventional aspects of its Still World, thus skillfully avoiding criticism. If the developers of The Legend of Zelda found Link speaking unusual, fan reactions would have been even more intense – and at an inconvenient moment, to add to that.

A Talkative Link Would Have Undercut Zelda’s Novel Heroine Status

In the development of the Nintendo-crafted “Legend of Zelda” game titled “Echoes of Wisdom,” the central attraction was intended to be the rise of Princess Zelda to stardom. If issues regarding Link’s voice had arisen, it could have derailed the game at the finish line. Despite aiming to disrupt traditional elements in “Legend of Zelda” games like “BotW” and “TotK,” “Echoes of Wisdom” needed to prevent players from being sidetracked by unrelated events that might distract them from the main goal. In the end, “Echoes of Wisdom” managed to give Princess Zelda a game worthy of her status, even if it meant keeping Link in the background.

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2024-11-15 18:33