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Satoshi Terada

How did Grezzo and Nintendo go about choosing the echoes in The Legend of Zelda: Echoes of Wisdom? Co-director Satoshi Terada shared some insight in a recent interview.

There are a massive amount of echoes to find and collect in the game – over 100, in fact. Terada shared the following about the thought process of making them, telling Famitsu in a recent interview:

Zelda Echoes of Wisdom Triforce Prime Energy

The Legend of Zelda: Echoes of Wisdom features the use of the Triforce for its story, but rather than actually calling it that, the game uses “Prime Energy” instead. The developers have now shared noteworthy information about the decision to use a different name.

The Trifroce is one of the more iconic elements of the Zelda series. However, Nintendo and Grezzo made the active choice to avoid using that word. In fact, series producer Eiji Aonuma was specifically opposed to using the Triforce. Aonuma indicated that “Triforce” brings along certain expectations, and that’s also why the team “purposefully made the setting and time ambiguous.”

Zelda Echoes of Wisdom map

The developers of Zelda: Echoes of Wisdom have spoken a bit about the game’s map, and you might be surprised by just how big it is.

According to Grezzo director Satoshi Terada, the map is eight times the size of Link’s Awakening. That wasn’t always the plan though. Series producer Eiji Aonuma said that it was at first four times the size, but it sounds like the team included quite a bit for players to see and do.

Terada and Aonuma shared the following about the map in Zelda: Echoes of Wisdom:

Zelda Echoes of Wisdom playable protagonist

The developers behind Echoes of Wisdom have opened up on the decision to make Zelda playable and take the starring role as the protagonist.

Interestingly, the team was actually thinking about Link having his standard role as the main character you play as. But as things progressed with the concept of echoes, Nintendo and Grezzo felt that the protagonist needed to be someone who lacked a sword and shield. 

Aonuma also acknowledged fan requests made over the years to see Zelda be the protagonist. After seeing the team struggle over who should be the main character in Echoes of Wisdom, it made sense for Zelda to be playable.

Aonuma and Grezzo director Satoshi Terada shared the following:

Zelda Echoes of Wisdom dungeon creating

In a new interview ahead of this week’s launch for The Legend of Zelda: Echoes of Wisdom on Switch, the developers revealed that the game was originally being made to let players create their own dungeons. Eventually this morphed into echoes featured in the final product.

We get to hear from Grezzo director Satoshi Terada, Nintendo director Tomomi Sano, and series producer Eiji Aonuma here. The group started off by sharing the following:


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