Final 12 months, scorching off the again of Tears of the Kingdom, I wrote a chunk expressing my love for Zelda’s ‘Fashionable’ dungeons. These puzzle-centric areas had been just a little hit and miss, certain, however I discovered that there was loads to love in every as soon as I acquired previous the overall terminal-activation-ness of all of it.
I assumed I used to be over Zelda’s ‘Basic’ dungeon format — shifting from one room to a different by way of a collection of puzzles, opening chests of more and more flamboyant design and selecting up distinctive objects alongside the best way. I thought the collection was striding in direction of one thing new and I used to be excited by the prospect of that. I thought the Divine Beast method was the longer term and I used to be able to welcome it with open arms.
Final week, I began Echoes of Knowledge and, two rooms into Suthorn Ruins, realised I used to be fully fallacious. ‘Conventional’ Zelda dungeons nonetheless completely have my coronary heart, and I did not realise how a lot I had missed them till now.
I am certain there shall be a number of of you on the market who’ve already rinsed Echoes of Knowledge for all it has to supply. I’m not at that stage — nowhere close to, in truth. On the time of writing, I’ve solely polished off the primary three dungeons, and I am avoiding web spoilers just like the plague. I shall be discussing this preliminary trio of dungeons in some depth right here so, when you’re additionally on a social media blackout, be happy to bookmark this one and are available again whenever you’re prepared…
As a lot as I would wish to be little Zelda fan and say the factor which excited me essentially the most in Suthorn Ruins was a hidden little bit of lore, room format, or obscure returning monster, it was really seeing an enormous ol’ boss door, with an enormous ol’ lock on it. What can I say? Years of “We now have X terminals remaining” had left me determined for little bit of archway anticipation and I am a sucker for an outsized keyhole. We’re so again.
However it wasn’t simply the aesthetics. This opening dungeon delivered on nearly each conventional touchstone I may consider: blocked-off rooms filled with enemies; change puzzles which require shifting a large statue; a set of small keys with simply the correct quantity of backtracking required to discover a dwelling for them. Within the grand scheme of high quality Zelda dungeons, it is nothing particular; however as the primary unique classic-style Zelda in years, it introduced me nothing however pleasure to be reintroduced to all these mechanics once more.
Issues aren’t all that puzzle-y on this primary go-around, although the Ruins are basically a tutorial this early within the sport, so I am going to forgive it. Fortuitously, the following two dungeons felt essentially the most ‘Zelda’ that the collection has in years.
I first popped over to the Gerudo Desert (who’s trekking all the best way North whenever you’re already within the basic space?) and, after some Rift shenanigans, made a begin on the Sanctum. This was extra prefer it. We’re no strangers to a sand-themed temple at this level — heck, even TOTK supplied one — however the puzzle layering had me reminiscing about traditional Zelda instantly.
Naturally, every room acts as a small problem of its personal with a niche to cross, flamethrower to navigate, or gang of monsters to defeat, but it surely’s the larger underlying puzzles that bought me on this one. There’s just a little little bit of Ocarina of Time’s Deku Tree with a riddle that you’re going to want to recollect throughout a number of rooms and a pinch of The Minish Cap’s Deepwood Shrine with its piles of mud/sand. The TOTK freedom continues to be current and proper (I fully bypassed a seemingly immovable statue by trampolining over it), however all these puzzles stacked on high of one another offered some pure, traditional dungeon-exploring.
Jabul Ruins stored the great instances flowing. I’ve voiced my love for OOT’s Water Temple greater than as soon as, so you’ll be able to solely think about my pleasure after I first stepped on the large purple button within the dungeon’s opening room. It is a puzzle constructed round altering water ranges!
Now that I give it some thought, Vah Ruta delivered on the very same mechanic again in Breath of the Wild (hey, I stated trendy dungeons are good), however there’s one thing about Jabul Ruins’ central fountain room that tickled my nostalgia all the identical. Maybe it is how the water controls are divided into their very own sections or the apparent colour-coded instructions that join every of them, however as I incrementally moved up the dungeon’s central chamber, it was OoT’s Water Temple or A Hyperlink to the Previous’s Swamp Palace that leapt to thoughts earlier than the Hero of Hyrule’s later adventures.
This one is extra linear, it is true, however after the most effective a part of a decade with, “Listed here are your targets, full them in no matter order you want,” it is good to see one thing just a little extra structured make a return.
I am nonetheless but to find the complete extent of the place Echoes of Knowledge goes after these first three areas (I would be stunned if it weren’t one other 4 dungeons), however the nostalgia is powerful in every little thing I’ve seen to this point. There is a time and a spot for much less structured temples, and BOTW/TOTK have proven that it might probably work, however I had let that blind me to the collection’ roots.
Welcome again, Large Keys. I’ve missed you.