3/6
As far as 2D Zelda worlds go, EoW’s Hyrule stands out not just because of its size, but also because of its huge number of towns and civilizations: not only do Gorons, the Gerudo and the Zoras all have unique towns, but you actually get TWO different Zora towns, one for Sea Zoras (the graceful, elf-like Zoras we know from the 3D games) and the other for River Zoras, the more monstrous and bulky type of Zora that have a long history of being hostile monsters in 2D Zelda games, but here they are just as friendly as their sea counterparts. Moreover, for the first time in 20 years Deku Scrubs are back in a mainline Zelda game, and hell, even the Yeti race from Twilight Princess returns for only its second Zelda appearance.
While the towns in EoW are generally pretty small, they do offer quite a few sidequests, and even incentivize you to return to them from time to time, either due to being connected to other sidequests, or because of new sidequests opening up as you advance the story. A lot of the sidequests are quite simple and easy, but still satisfying, and a nice change of pace from the story campaign and regular exploration.
One unique aspect of EoW’s world is the Rifts that have opened up all over Hyrule, swallowing up people, objects and large landmasses, and rendering various areas inaccessible. Once you enter a Rift however, you’ll discover a bizarre parallel dimension where time is frozen and everything that was absorbed in an area has been scattered around. Link and Zelda are the only people actually able to move around inside Rifts, for reasons that should be pretty obvious if you know your LoZ lore.
Patching up Rifts and freeing the people trapped within them is a notable part of the game, and usually involves you exploring a Rift area to find and free the friends of your companion character Tri, who have the power return things back to normal. Some people might consider these sections of the game to be Filler, but I found them enjoyable enough: the Rift areas themselves are delightfully surreal (they remind me of Pokemon Platinum’s Distortion World, if not quite as cool), and you can traverse them in some pretty nifty ways, for example by using floating trees as platforms. It definitely spices up an otherwise pretty Vanilla LoZ world. These segments are also pretty short, not overstaying their welcome and thereby essentially being a much better version of something like the Tears of Light segments in Twilight Princess. There are also various optional Rifts you can tackle, which give you good enough rewards to make them genuinely worthwhile.
The aspect of EoW that I’m on the fence about is however the game’s signature mechanic of Copying objects or monsters and summoning Echoes. On the one hand, this is a really unique and creative idea, and does a great job differentiating Zelda from Link. However, both in terms of combat and puzzles, it comes with clear downsides. In terms of combat, the problems should be obvious: It’s just plain more fun to fight an enemy yourself than have an NPC do it for you, and yet the latter is generally a far superior strategy than, say, throwing rocks at enemies (one notable way Zelda herself can damage them). Moreover, your summoned Echo can sometimes be slow to attack, so dealing with multiple enemies at the same time (even if they’re really weak), just becomes so much slower and more cumbersome than it would have been when playing as Link.
Or at least, that’s how I initially felt, because it turns out that the Echo system was handled way better than I initially gave it credit for: for starters, you can from early on summon multiple weaker enemies yourself to do crowd control, as well as repeatedly summoning and re-summoning strong monsters with long cooldowns after their initial attacks, effectively bypassing that weakness (since the Echo attacks almost immediately after first being summoned) while also making yourself a more active participant in combat. Later on you also become able to use Tri’s power to hold an enemy in place so that your Echo can freely attack it – or actively push it into harm’s way, or even drop it down bottomless pits depending on the location. Eventually you also become able to create various automatons that can be deployed alongside regular Echoes for even more DPS firepower. And of course, there’s your time-limited Super Mode, which eventually gains more of Link’s classic abilities than just his sword.
And these various options to increase player participation in battles come in addition to the clear *benefits* of the Echo system, which are actually quite substantial. For starters, it turns Echoes of Wisdom’s EXCELLENT enemy variety into an enormous asset, because every new regular monster (as well as some midbosses) you defeat effectively becomes a new Weapon for you to try out, and as there are so many of them new life just keeps getting injected into the combat system – which also becomes more and more fun as the game progresses, because you gain access to stronger and stronger monsters, at a far more rapid rate than Link would have been able to upgrade his weapons in a regular Zelda game. Moreover, the game does a great job balancing your Echoes; sure, a massive, powerful and durable Echo sounds great, but is it actually better than 5 (!) weaker monsters being deployed simultaneously, with various situationally useful abilities or effects? The varying cost of Echoes, as well as the hard limit to how much summoning energy you can expend, does a surprisingly good job of balancing the 100+ Echoes, and over the course of the game I ended up successfully utilizing and finding valid uses for many dozen different monsters in combat.