That clearing in the woods... that was one of the few things in the game I needed to semi-look up. There is a hint towards what happens there, and I found and correctly interpreted said hint, but then failed to spot the specific starting point of the thing it was directing me towards. It's a pretty minor environmental detail, honestly, but clear enough to see when actively looking for it and you know exactly what to look for. Without that knowledge, and playing on handheld mode, the thing I was supposed to spot just looked like a smudge. My biggest complaint about the Switch is that, despite it functioning as a handheld system, a lot of games seem to expect playing on a larger display, which I personally don't have access to. While it would be neat if the game required you to have six active echoes at once here, that would also enforce completing a bunch of the minor rifts on players who might have just been going for main story. With how it is, you still need five, which limits most your echo-creating ability as you progress through the forest. This final rift zone made of broken terrain of each main area was pretty neat for sure. The fight with the Zelda-echo, while the battle itself is nothing special, I love the music. Any time Zelda's theme gets mixed into ominous battle music, it just has this special sort of feel to it. Twilight Princess did it first, and now having that happen again here was just excellent. It's very nice of the game to let you know in no uncertain terms that this is a point of no return. Also, I'd been anticipating a section fighting alongside Link since the very opening of the game, so it was great to finally have that here. Even to the end, with combat in this game, you rarely try to find a better echo for a situation when the first one you turn to doesn't work well. Instead, you just sort of brute-force your way through with that and smoothies. It works, sure, but it's very much not how the game expects players to be doing things at this point. And you never seem to think of beds when it comes to restoring lost hears. Does that just feel like too simple a solution to you? Null being a giant, distorted version of Tri is such good design. That, combined with Tri's final healing of the rifts being reminiscent of the way the goddesses are depicted on OoT means it's pretty likely they're all the same species (for lack of a better term), just all at vastly different levels of power. Watching you "expertly" dodge all the bubbles at the start of the underwater section, then go "Wait, why am I drowning?" got me laughing. AAH!!! The music during the final phase of the fight is SO GOOD!!!!! The mixture of the game's main theme, Zelda's theme, and the main Zelda series theme is just exquisite. It took a lot longer for you, though, since you didn't properly understand how pulling on the arms with Tri works. And kept insisting on that one wizzrobe, which is one of the slowest-attacking echoes. Poor lv.3 darknut went entirely unused =( I said this before, but while the game's writing wasn't always the best, they did a great job with Tri and their story and development. But yeah, this was a great Zelda game with a few distinct flaws. Most notably the lack of any good sorting for the echoes. Thank you for sharing your experience of it with us!
With regards to brute-forcing combat, I didn't want to pause and spend 10 minutes in the menu contemplating which echoes would be the best for each battle. Same for beds, way too slow!
That clearing in the woods... that was one of the few things in the game I needed to semi-look up. There is a hint towards what happens there, and I found and correctly interpreted said hint, but then failed to spot the specific starting point of the thing it was directing me towards. It's a pretty minor environmental detail, honestly, but clear enough to see when actively looking for it and you know exactly what to look for. Without that knowledge, and playing on handheld mode, the thing I was supposed to spot just looked like a smudge. My biggest complaint about the Switch is that, despite it functioning as a handheld system, a lot of games seem to expect playing on a larger display, which I personally don't have access to.
While it would be neat if the game required you to have six active echoes at once here, that would also enforce completing a bunch of the minor rifts on players who might have just been going for main story. With how it is, you still need five, which limits most your echo-creating ability as you progress through the forest.
This final rift zone made of broken terrain of each main area was pretty neat for sure.
The fight with the Zelda-echo, while the battle itself is nothing special, I love the music. Any time Zelda's theme gets mixed into ominous battle music, it just has this special sort of feel to it. Twilight Princess did it first, and now having that happen again here was just excellent.
It's very nice of the game to let you know in no uncertain terms that this is a point of no return. Also, I'd been anticipating a section fighting alongside Link since the very opening of the game, so it was great to finally have that here.
Even to the end, with combat in this game, you rarely try to find a better echo for a situation when the first one you turn to doesn't work well. Instead, you just sort of brute-force your way through with that and smoothies. It works, sure, but it's very much not how the game expects players to be doing things at this point.
And you never seem to think of beds when it comes to restoring lost hears. Does that just feel like too simple a solution to you?
Null being a giant, distorted version of Tri is such good design. That, combined with Tri's final healing of the rifts being reminiscent of the way the goddesses are depicted on OoT means it's pretty likely they're all the same species (for lack of a better term), just all at vastly different levels of power.
Watching you "expertly" dodge all the bubbles at the start of the underwater section, then go "Wait, why am I drowning?" got me laughing.
AAH!!! The music during the final phase of the fight is SO GOOD!!!!! The mixture of the game's main theme, Zelda's theme, and the main Zelda series theme is just exquisite. It took a lot longer for you, though, since you didn't properly understand how pulling on the arms with Tri works. And kept insisting on that one wizzrobe, which is one of the slowest-attacking echoes. Poor lv.3 darknut went entirely unused =(
I said this before, but while the game's writing wasn't always the best, they did a great job with Tri and their story and development.
But yeah, this was a great Zelda game with a few distinct flaws. Most notably the lack of any good sorting for the echoes. Thank you for sharing your experience of it with us!
With regards to brute-forcing combat, I didn't want to pause and spend 10 minutes in the menu contemplating which echoes would be the best for each battle. Same for beds, way too slow!