Ok, but like...we then see people stretch this into
1. This game will have zero dungeons
2. It will just have shrines
3. It is breaking every classic Zelda convention
Like, even the Echo ability, while expansive, isn't that different to what older Zelda games have done. Give you more than one option to solve something? Yeah sure, but nothing inherently breaks Zelda conventions in the way say, Ascend, or Ultrahand did. Nothing I have seen is this slap in the face to classic zelda fans I've seen being expressed. Nothing is actually making a classic Zelda game not inherently work in this framework. And like...maybe I've been playing the games wrong for a decade but nothing feels that vastly different from the classic 2d zelda games where I feel the need to claim that this is too sandboxy to be called 2D Zelda.
And it's why it's frustrating to see it. Like, if people don't like the Echo system, I get it. It's weird, it's probably clunky unless there is a shortcut menu, and sometimes having a single solution can be satisfying compared to having a hundred different ones. But we keep seeing people branch out into wild and unproven theories that just feel like people wanting to turn "I don't like X" into a morality argument where disliking it is the correct choice.
I haven't seen most of that myself, but sure, I would agree there's no evidence of that stuff.
I think Echoes are definitely meant to be this game's Ultrahand though, and it's a game changer to a much bigger degree than Ascend was. Ascend just reminds me of the wall merge ability from ALBW, which was cool and made you think about how you could traverse the world differently, but ultimately it was one ability that did one specific thing and feels more like a really good item. You could theoretically get away with introducing Ascend as a mind-blowing new ability midway through the game that revolutionizes traversal, maybe more naturally in a Metroidvania than a Zelda, but doing that with Ultrahand or the Tri Rod would just be insane. That is
the core mechanic of a game, full stop. The Tri Rod and Ultrahand are similarly expansive in how they change how you can approach every object in the world and the main way you're intended to solve puzzles now (in this case maybe the only way, assuming those other D-pad directions don't end up being assigned to a suite of other abilities we haven't seen yet akin to Fuse/Ascend/Recall).
The results seem to be a lot closer to the sort of things you'd expect to be doing with a Zelda item than Ultrahand was though, it's kind of funny seeing people call this a puzzle game just because there's no sword when Ultrahand felt like way more of a full on genre shift, and you're right it's not
impossible to do a classic Zelda like this. I liked the idea I saw earlier that you could even do dungeon items in this format by making the miniboss of each dungeon the item, but I also 100% would not hold my breath. It's too early to rule it out entirely, sure, but I don't blame anyone who was pinning their hopes on a new 2D Zelda to carry the torch for classic Zelda game design for being disappointed, because it doesn't look like that's their intention here at all and I felt the same way when I first saw the trailer.
That said, by virtue of it using ALttP's world, I'd be surprised and somewhat confused if this was an open world game in the modern sense either. It's not going to be like Link's Awakening, but it's not going to be Tears of the Kingdom. Whatever it is, it's going to be different.
And consider: without a massive open world to fall back on as the main focus of the game this time, the dungeons
have to be something more than the same short 5 locks thing every time. ...Right?
Only thing I’m worried about is the map being too heavily based on ALttP. The additions seem nice but if the topography is the same again…
I don't think this will be a problem. I was looking pretty closely at it last night, and it's way more distinct than ALBW was. They're not afraid to make major removals and expansions in places other than the edges of the existing map. Link's house and Kakariko Village appear to be entirely gone or moved elsewhere, they added a castle town, and there's a whole new stretch of land between the Lost Woods and everything below it that wasn't there before. Plus the implications of the swamp, Zora's River, and the desert potentially being radically different based off of the other footage we've seen, and things like the beach and jungle areas we see that just have no equivalents in ALttP at all and would imply an expansion in the south in addition to the reworked Hebra and newly added Death Mountain in the northwest. Oddly, it's seemingly only the southeastern portion with Lake Hylia and the ruins that appears to have gone largely unchanged, and I wonder if that was done intentionally because it looks like you start the game down there. Probably not? I guess it's hard to say without knowing what happens between escaping from Ganon's Castle/Ice Rod Cave and meeting Tri in what looks like the castle dungeons.