Whose legend is it? The titular Alundra, an elven-ish “Dreamwalker” who has the power to enter the sleeping minds of others—which, for some cause, inevitably takes the type of dungeons stuffed to the brim with Zelda-esque puzzles and executives.
What’s the legend about? After a sudden shipwreck, Alundra washes ashore within the village of Inoa, whose residents—conveniently sufficient—discover themselves plagued with an more and more deadly collection of nightmares that solely their latest resident can unravel. Working with native scientist Septimus and fellow Dreamwalker Meia, Alundra investigates each the village, and its residents’ subconsciouses, in an effort to resolve the plague.
How Zelda is it? ❤️❤️❤️
Fairly a bit, no less than at first. The highest-down perspective is instantly apparent, alongside the break up between overworld exploration and extra elaborate dungeon delving. (Additionally, block-pushing, sliding ice puzzles, and different inventory Zelda tropes are wildly plentiful.) However the place Alundra will get actually attention-grabbing is in the place it diverges from the Nintendo mannequin by being, effectively, well-written. Heavy subjects abound, and somewhat than a collection of static quest-givers, Inoa’s residents evolve and alter all through the sport—not at all times for the higher, because the rising demise depend, regardless of Alundra’s greatest efforts, results in more and more harried outbreaks of xenophobia and despair.
Hookshot y/n? No, however Alundra does get a large assortment of wands, boots, capes, and extra to improve his arsenal and motion talents. Enjoyable truth: Many of those new objects are developed by native blacksmith Jess after being impressed by the demise of somebody within the village! Alundra’s simply that form of recreation.