I recently completed Echoes of Wisdom, and I had an absolute blast while doing so. Just like most gamers, I grew up with Zelda, and this game felt like a great return to form for a franchise that hasn't done anything but Breath of the Wild for the past decade, and although the game does rely a bit too much on a few sandbox mechanics, it's still a great experience that i would definitely recommend.

You play as Zelda, the princess of Hyrule, after she's been framed for attacking the king. A bunch of inter-dimensional rifts have started to show up throughout the kingdom, trapping your father inside, and replacing him with an impostor. Now that you've been exiled, it's up to you to find out what's causing this, and put an end to it.
Echoes of Wisdom decides to return to the original Zelda formula, but with a twist. It's still a linear fantasy adventure where you go through multiple dungeons and fight a big evil demon, but this time around, you aren't able to attack enemies directly. Instead, you summon "Echoes" of the enemies you've defeated so they can fight for you. I really like this take on the formula, and while it can feel clunky or easily exploitable at times, it's still a lot of fun to use, and the unique interactions the dev made for these mechanics are a lot of fun.
You also have access to a Swordfighter mode, which allows you to temporarily turn into a spirit of Link and fight using a sword. I think it's a cool idea, as it allows the designers to make half-puzzle half-fight challenges, but it's never used to it's fullest potential, as most battles can be brute forced by using Link's attacks directly. I think the game's at its best when it restricts the use of this form, locking you into Zelda's abilities and actually making you think about what you're doing.

While this is a great return to form for the franchise, I still think it's muddled by its overreliance on sandbox mechanics and BotW/TotK pandering. A lot of the mechanics, like Bind or Horse Riding, feel weirdly out of place in the game. They're not bad, but it feels like they were added only because they were in the previous games and this is now the status quo for Zelda.
A good example of this is the fact that this is an open-world game. At any point in time you're able to ignore the main quest and go out of your way and explore the entire map, with the Echo system even encouraging you to do so. And while exploring the world and finding side quests can be fun, the fact that you still need to hit certain flags for the story to continue makes the open world design feel kind of wasted. You can access a lot of areas with nothing in them until you go back and actually engage with the story the right way. It's like the game's both linear and open-world, with both designs conflicting at all times.
Yes, I understand that Breath of the Wild has massively outsold every other game in the franchise, but adding these mechanics just for the sake of franchise unification doesn't sit right with me. I love the classic Zelda formula, and I wish the game stuck to it a little bit more closely.

The story for the game is really good too! The franchise has always focused on Zelda and Hyrule itself, and I don't think Link has ever been the focus of a game (except maybe Wind Waker), but Echoes of Wisdom takes it one step further and gives us the closest look possible at this princess's story and relationships. Link does have his own story, but he's treated more like a mystery that the princess was never involved in. It's a really interesting take for this franchise and I'm all for it.
One of my favorite parts of this game is that the world actually evolves as you play, which isn't always the case for a Zelda game. Usually, you always need to be in a new area for the story to progress, and while there's some backtracking involved in certain quests, it's never that impactful. In Echoes of Wisdom, the kingdom is constantly being attacked by inter-dimensional rifts, and it feels like the world is actually moving alone as old areas continue to change by you mending these rifts, especially Hyrule Castle Town. It makes Hyrule feel more alive than ever before.
Also halfway through the game they introduce some very big lore implications for the entire Zelda franchise and it's really cool and weird and I love it.

I've always loved Grezzo's artstyle for Link's Awakening, and I'm happy to see it come back for this installment. It gives the world a very innocent and cutesy feeling, so all the evil entities and demons feel more out of place and like actual invaders (even when they're also super cute).
Unfortunately, this game also keeps the same blur filters around the screen, and suffers from the same performance issues as Link's Awakening. While the game looks great, these issues greatly hurt the presentation of the game and keep Echoes of Wisdom from looking its best.
I really enjoyed the soundtrack as well. There's a lot of remixes and new arrangements of old Zelda songs, and hearing them again after years is so nostalgic. The original music is really good too, and I especially loved how Zelda's Lullaby keeps coming back as a leitmotif in so many songs. Special shoutout to the river zora theme

In conclusion: Echoes of Wisdom is really good. It brings the Zelda franchise back to its roots and provides a very nostalgic experience that, combined with the new echo system, still manages to feel completely new. While it does have some issues, particularly in how clunky some of the new additions feel in a classic Zelda setting, it's overall an incredible game that I absolutely loved. 9/10