Why has it taken so long for Zelda to be the star?
But Echoes of Wisdom is not that kind of game - and is all the better for it.
There’s a playfulness here, a sense that experimentation is something to be encouraged.
Need to cross a gap?
One of the first Echoes you could access is a bed, perfect for bridging spaces and walking across.
(you’re able to also choose to use it for a quick nap.)
Need some cover to hide in, as enemies near your position?
Wave the Tri Rod to summon a large potted plant to duck behind.
As each Echo is created, Tri’s tail shortens.
When you remove that Echo, it grows back.
It’s a handy visual guide for how many more Echoes you have to play with.
Being attacked by a flying bat enemy?
Call upon a Moblin with a bow and arrow to shoot it down.
Bat enemies can be used for gliding.
Spiders can be used to ascend their dangling silk threads.
Wonder who would win between a Darknut enemy and a pack of Moblins?
Summon the latter up as Echoes and then sit back to find out.
There are side-scrolling platform sections (though I saw no goombas).
it’s possible for you to still spin to cut grass.
And then there’s Swordfighter Mode, the introduction of which does allow Zelda to finally wield a blade.
Finally, this is Zelda’s moment to shine.