The Nintendo Switch catalogue is about to receive a few very outstanding games in this final stretch of the year. It is undeniable that one of the most promising of all of them is The Legend of Zelda: Echoes of Wisdom, the adventure starring Princess Zelda and which aims to leave us with an unforgettable experience. That is why, on the occasion of its imminent launch, Nintendo has wanted to reveal a few curiosities.
Grezzo’s Satoshi Terada and the game’s director, Tomomi Sano, who it must be said is the first woman to direct an installment of the series, have participated in a question and answer session conducted by Eiji Aonuma, the producer of the franchise, in order to learn more details of what we can expect from this new The Legend of Zelda which will go on sale this week.
This has led them to talk about how the title was originally conceived, because it turns out that it had nothing to do with the final product that we will receive in a matter of a couple of days. The idea that arose at first was to create an experience that would allow players to design your own dungeons in the purest Super Mario Maker style and it seemed that this was going to be the direction to follow, but it was not until a year later when Aonuma changed his mind.
And it turns out that Grezzo, the people responsible for the new version of The Legend of Zelda: Link’s Awakening, were asked to present ideas for a new installment. It was then that it was said that it might be good to give players the tools to be able to place elements as you wish in the different rooms and that in turn maintained the same artistic section as that given to the aforementioned Nintendo Switch remake.
However, while Aonuma found it very fun, he thought it was missing something, so he came up with the option to copy and paste elements around the stage, which could be turned into a mechanic for solve puzzles and fight enemies. However, he has at least explained why it took him so long to change his mind:
You can’t really see the potential for ideas to become solid gameplay until you can actually verify features and the feel of them, so I wanted them to try that first. I felt like the “edit dungeon” feature they showed me had significant potential to become a new way to play The Legend of Zelda if the gameplay was changed to use “echoes” instead. So I thought it would be nice to expand in that direction and could be even more interesting that way.
Still, it wasn’t a huge problem for the development team. Sano herself has admitted that while creating dungeons was fun, the fact that you could copy various items and use them in so many different ways all over the place made the game it became even more funso it is clear that Aonuma’s decision was very successful. Anyone with a Nintendo Switch can see that when The Legend of Zelda: Echoes of Wisdom goes on sale on September 26.
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